@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
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  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
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  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
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  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
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  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
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  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
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  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
@@ -1,1622 +1,1622 @@
1
- import { AxesHelper, Box3, BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
2
-
3
- import { Gizmos } from "../engine/engine_gizmos.js";
4
- import { InstancingUtil } from "../engine/engine_instancing.js";
5
- import { Mathf } from "../engine/engine_math.js";
6
- import { RaycastOptions } from "../engine/engine_physics.js";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
- import { Context } from "../engine/engine_setup.js";
9
- import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
10
- import { type IGameObject } from "../engine/engine_types.js";
11
- import { getParam } from "../engine/engine_utils.js";
12
- import { NeedleXRSession } from "../engine/engine_xr.js";
13
- import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
14
- import { Behaviour, GameObject } from "./Component.js";
15
- import { UsageMarker } from "./Interactable.js";
16
- import { Rigidbody } from "./RigidBody.js";
17
- import { SyncedTransform } from "./SyncedTransform.js";
18
- import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
19
- import { ObjectRaycaster } from "./ui/Raycaster.js";
20
-
21
- /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
22
- const debug = getParam("debugdrag");
23
-
24
- /** Buffer to store currently active DragControls components */
25
- const dragControlsBuffer: DragControls[] = [];
26
-
27
- /**
28
- * The DragMode determines how an object is dragged around in the scene.
29
- */
30
- export enum DragMode {
31
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
- XZPlane = 0,
33
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
- Attached = 1,
35
- /** Object is dragged along the initial raycast hit normal. */
36
- HitNormal = 2,
37
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
- DynamicViewAngle = 3,
39
- /** The drag plane is snapped to surfaces in the scene while dragging. */
40
- SnapToSurfaces = 4,
41
- /** Don't allow dragging the object */
42
- None = 5,
43
- }
44
-
45
- /**
46
- * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
47
- * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
48
- *
49
- * @category Interactivity
50
- * @group Components
51
- */
52
- export class DragControls extends Behaviour implements IPointerEventHandler {
53
-
54
- /**
55
- * Checks if any DragControls component is currently active with selected objects
56
- * @returns True if any DragControls component is currently active
57
- */
58
- public static get HasAnySelected(): boolean { return this._active > 0; }
59
- private static _active: number = 0;
60
-
61
- /**
62
- * Retrieves a list of all DragControl components that are currently dragging objects.
63
- * @returns Array of currently active DragControls components
64
- */
65
- public static get CurrentlySelected() {
66
- dragControlsBuffer.length = 0;
67
- for (const dc of this._instances) {
68
- if (dc._isDragging) {
69
- dragControlsBuffer.push(dc);
70
- }
71
- }
72
- return dragControlsBuffer;
73
- }
74
- /** Registry of currently active and enabled DragControls components */
75
- private static _instances: DragControls[] = [];
76
-
77
- /**
78
- * Determines how and where the object is dragged along. Different modes include
79
- * dragging along a plane, attached to the pointer, or following surface normals.
80
- */
81
- @serializable()
82
- public dragMode: DragMode = DragMode.DynamicViewAngle;
83
-
84
- /**
85
- * Snaps dragged objects to a 3D grid with the specified resolution.
86
- * Set to 0 to disable snapping.
87
- */
88
- @serializable()
89
- public snapGridResolution: number = 0.0;
90
-
91
- /**
92
- * When true, maintains the original rotation of the dragged object while moving it.
93
- * When false, allows the object to rotate freely during dragging.
94
- */
95
- @serializable()
96
- public keepRotation: boolean = true;
97
-
98
- /**
99
- * Determines how and where the object is dragged along while dragging in XR.
100
- * Uses a separate setting from regular drag mode for better XR interaction.
101
- */
102
- @serializable()
103
- public xrDragMode: DragMode = DragMode.Attached;
104
-
105
- /**
106
- * When true, maintains the original rotation of the dragged object during XR dragging.
107
- * When false, allows the object to rotate freely during XR dragging.
108
- */
109
- @serializable()
110
- public xrKeepRotation: boolean = false;
111
-
112
- /**
113
- * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
114
- * Higher values make distance changes more pronounced.
115
- * This is similar to mouse acceleration on a screen.
116
- */
117
- @serializable()
118
- public xrDistanceDragFactor: number = 1;
119
-
120
- /**
121
- * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
122
- * providing visual feedback about the object's position relative to surfaces below it.
123
- */
124
- @serializable()
125
- public showGizmo: boolean = false;
126
-
127
- /**
128
- * Returns the object currently being dragged by this DragControls component, if any.
129
- * @returns The object being dragged or null if no object is currently dragged
130
- */
131
- get draggedObject() {
132
- return this._targetObject;
133
- }
134
-
135
- /**
136
- * Updates the object that is being dragged by the DragControls.
137
- * This can be used to change the target during a drag operation.
138
- * @param obj The new object to drag, or null to stop dragging
139
- */
140
- setTargetObject(obj: Object3D | null) {
141
- this._targetObject = obj;
142
- for (const handler of this._dragHandlers.values()) {
143
- handler.setTargetObject(obj);
144
- }
145
-
146
- // If the object was kinematic we want to reset it
147
- const wasKinematicKey = "_rigidbody-was-kinematic";
148
- if (this._rigidbody?.[wasKinematicKey] === false) {
149
- this._rigidbody.isKinematic = false;
150
- this._rigidbody[wasKinematicKey] = undefined;
151
-
152
- }
153
-
154
- this._rigidbody = null;
155
- // If we have a object that is being dragged we want to get the Rigidbody component
156
- // and we set kinematic to false while it's being dragged
157
- if (obj) {
158
- this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
159
- if (this._rigidbody?.isKinematic === false) {
160
- this._rigidbody.isKinematic = true;
161
- this._rigidbody[wasKinematicKey] = false;
162
- }
163
- }
164
- }
165
-
166
- private _rigidbody: Rigidbody | null = null;
167
-
168
- // future:
169
- // constraints?
170
-
171
-
172
- /** The object to be dragged – we pass this to handlers when they are created */
173
- private _targetObject: Object3D | null = null;
174
- private _dragHelper: LegacyDragVisualsHelper | null = null;
175
- private static lastHovered: Object3D;
176
- private _draggingRigidbodies: Rigidbody[] = [];
177
- private _potentialDragStartEvt: PointerEventData | null = null;
178
- private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
179
- private _totalMovement: Vector3 = new Vector3();
180
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
181
- private _marker: UsageMarker | null = null;
182
- private _isDragging: boolean = false;
183
- private _didDrag: boolean = false;
184
-
185
- /** @internal */
186
- awake() {
187
- // initialize all data that may be cloned incorrectly otherwise
188
- this._potentialDragStartEvt = null;
189
- this._dragHandlers = new Map();
190
- this._totalMovement = new Vector3();
191
- this._marker = null;
192
- this._isDragging = false;
193
- this._didDrag = false;
194
- this._dragHelper = null;
195
- this._draggingRigidbodies = [];
196
- }
197
-
198
- /** @internal */
199
- start() {
200
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
201
- this.gameObject.addComponent(ObjectRaycaster);
202
- }
203
-
204
- /** @internal */
205
- onEnable(): void {
206
- DragControls._instances.push(this);
207
- }
208
- /** @internal */
209
- onDisable(): void {
210
- DragControls._instances = DragControls._instances.filter(i => i !== this);
211
- }
212
-
213
- /**
214
- * Checks if editing is allowed for the current networking connection.
215
- * @param _obj Optional object to check edit permissions for
216
- * @returns True if editing is allowed
217
- */
218
- private allowEdit(_obj: Object3D | null = null) {
219
- return this.context.connection.allowEditing;
220
- }
221
-
222
- /**
223
- * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
224
- * @param evt Pointer event data containing information about the interaction
225
- * @internal
226
- */
227
- onPointerEnter?(evt: PointerEventData) {
228
- if (!this.allowEdit(this.gameObject)) return;
229
- if (evt.mode !== "screen") return;
230
-
231
- // get the drag mode and check if we need to abort early here
232
- const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
233
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
234
- if (dragMode === DragMode.None) return;
235
-
236
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
237
- if (!dc || dc !== this) return;
238
- DragControls.lastHovered = evt.object;
239
- this.context.domElement.style.cursor = 'pointer';
240
- }
241
-
242
- /**
243
- * Handles pointer movement events. Marks the event as used if dragging is active.
244
- * @param args Pointer event data containing information about the movement
245
- * @internal
246
- */
247
- onPointerMove?(args: PointerEventData) {
248
- if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
249
- }
250
-
251
- /**
252
- * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
253
- * @param evt Pointer event data containing information about the interaction
254
- * @internal
255
- */
256
- onPointerExit?(evt: PointerEventData) {
257
- if (!this.allowEdit(this.gameObject)) return;
258
- if (evt.mode !== "screen") return;
259
- if (DragControls.lastHovered !== evt.object) return;
260
- this.context.domElement.style.cursor = 'auto';
261
- }
262
-
263
- /**
264
- * Handles pointer down events. Initiates the potential drag operation if conditions are met.
265
- * @param args Pointer event data containing information about the interaction
266
- * @internal
267
- */
268
- onPointerDown(args: PointerEventData) {
269
- if (!this.allowEdit(this.gameObject)) return;
270
- if (args.used) return;
271
-
272
- // get the drag mode and check if we need to abort early here
273
- const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
274
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
275
- if (dragMode === DragMode.None) return;
276
-
277
- DragControls.lastHovered = args.object;
278
-
279
- if (args.button === 0) {
280
- if (this._dragHandlers.size === 0) {
281
- this._didDrag = false;
282
- this._totalMovement.set(0, 0, 0);
283
- this._potentialDragStartEvt = args;
284
- }
285
- if (!this._targetObject) {
286
- this.setTargetObject(this.gameObject);
287
- }
288
-
289
- DragControls._active += 1;
290
-
291
- const newDragHandler = new DragPointerHandler(this, this._targetObject!);
292
- this._dragHandlers.set(args.event.space, newDragHandler);
293
-
294
- newDragHandler.onDragStart(args);
295
-
296
- if (this._dragHandlers.size === 2) {
297
- const iterator = this._dragHandlers.values();
298
- const a = iterator.next().value;
299
- const b = iterator.next().value;
300
- if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
301
- const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
302
- this._dragHandlers.set(this.gameObject, mtHandler);
303
- mtHandler.onDragStart(args);
304
- }
305
- else {
306
- console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
307
- }
308
- }
309
-
310
- args.use();
311
- }
312
- }
313
-
314
- /**
315
- * Handles pointer up events. Finalizes or cancels the drag operation.
316
- * @param args Pointer event data containing information about the interaction
317
- * @internal
318
- */
319
- onPointerUp(args: PointerEventData) {
320
- if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
321
- if (!this.allowEdit(this.gameObject)) return;
322
- if (args.button !== 0) return;
323
- this._potentialDragStartEvt = null;
324
-
325
- const handler = this._dragHandlers.get(args.event.space);
326
- const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
327
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
328
- // any of the two handlers has been released, so we can remove the multi-touch handler
329
- this._dragHandlers.delete(this.gameObject);
330
- mtHandler.onDragEnd(args);
331
- }
332
-
333
- if (handler) {
334
- if (DragControls._active > 0)
335
- DragControls._active -= 1;
336
-
337
- this.setTargetObject(null);
338
-
339
- if (handler.onDragEnd) handler.onDragEnd(args);
340
- this._dragHandlers.delete(args.event.space);
341
-
342
- if (this._dragHandlers.size === 0) {
343
- this.onLastDragEnd(args);
344
- }
345
- args.use();
346
- }
347
- }
348
-
349
- /**
350
- * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
351
- * and triggers drag start once there's enough movement.
352
- * @internal
353
- */
354
- update(): void {
355
- for (const handler of this._dragHandlers.values()) {
356
- if (handler.collectMovementInfo) handler.collectMovementInfo();
357
- // TODO this doesn't make sense, we should instead just use the max here
358
- // or even better, each handler can decide on their own how to handle this
359
- if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
360
- }
361
-
362
- // drag start only after having dragged for some pixels
363
- if (this._potentialDragStartEvt) {
364
- if (!this._didDrag) {
365
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
366
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
367
- if (this._totalMovement.length() > 0.0003)
368
- this._didDrag = true;
369
- else return;
370
- }
371
- const args = this._potentialDragStartEvt;
372
- this._potentialDragStartEvt = null;
373
- this.onFirstDragStart(args);
374
- }
375
-
376
- for (const handler of this._dragHandlers.values())
377
- if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
378
-
379
- if (this._dragHelper && this._dragHelper.hasSelected)
380
- this.onAnyDragUpdate();
381
- }
382
-
383
- /**
384
- * Called when the first pointer starts dragging on this object.
385
- * Sets up network synchronization and marks rigidbodies for dragging.
386
- * Not called for subsequent pointers on the same object.
387
- * @param evt Pointer event data that initiated the drag
388
- */
389
- private onFirstDragStart(evt: PointerEventData) {
390
- if (!evt || !evt.object) return;
391
-
392
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
393
- // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
394
- // then we will ignore this DragControls and not select it.
395
- // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
396
- if (!dc || (dc !== this && dc._isDragging)) return;
397
-
398
- const object = this._targetObject || this.gameObject;
399
-
400
- if (!object) return;
401
-
402
- this._isDragging = true;
403
-
404
- const sync = GameObject.getComponentInChildren(object, SyncedTransform);
405
- if (debug) console.log("DRAG START", sync, object);
406
-
407
- if (sync) {
408
- sync.fastMode = true;
409
- sync?.requestOwnership();
410
- }
411
-
412
- this._marker = GameObject.addComponent(object, UsageMarker);
413
-
414
- this._draggingRigidbodies.length = 0;
415
- const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
416
- if (rbs)
417
- this._draggingRigidbodies.push(...rbs);
418
- }
419
-
420
- /**
421
- * Called each frame as long as any pointer is dragging this object.
422
- * Updates visuals and keeps rigidbodies awake during the drag.
423
- */
424
- private onAnyDragUpdate() {
425
- if (!this._dragHelper) return;
426
- this._dragHelper.showGizmo = this.showGizmo;
427
-
428
- this._dragHelper.onUpdate(this.context);
429
- for (const rb of this._draggingRigidbodies) {
430
- rb.wakeUp();
431
- rb.resetVelocities();
432
- rb.resetForcesAndTorques();
433
- }
434
-
435
- const object = this._targetObject || this.gameObject;
436
-
437
- InstancingUtil.markDirty(object);
438
- }
439
-
440
- /**
441
- * Called when the last pointer has been removed from this object.
442
- * Cleans up drag state and applies final velocities to rigidbodies.
443
- * @param evt Pointer event data for the last pointer that was lifted
444
- */
445
- private onLastDragEnd(evt: PointerEventData | null) {
446
- if (!this || !this._isDragging) return;
447
- this._isDragging = false;
448
- for (const rb of this._draggingRigidbodies) {
449
- rb.setVelocity(rb.smoothedVelocity);
450
- }
451
- this._draggingRigidbodies.length = 0;
452
- this._targetObject = null;
453
- if (evt?.object) {
454
- const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
455
- if (sync) {
456
- sync.fastMode = false;
457
- }
458
- }
459
- if (this._marker)
460
- this._marker.destroy();
461
-
462
- if (!this._dragHelper) return;
463
- const selected = this._dragHelper.selected;
464
- if (debug) console.log("DRAG END", selected, selected?.visible)
465
- this._dragHelper.setSelected(null, this.context);
466
- }
467
- }
468
-
469
- /**
470
- * Common interface for pointer handlers (single touch and multi touch).
471
- * Defines methods for tracking movement and managing target objects during drag operations.
472
- */
473
- interface IDragHandler {
474
- /** Used to determine if a drag has happened for this handler */
475
- getTotalMovement?(): Vector3;
476
- /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
477
- setTargetObject(obj: Object3D | null): void;
478
-
479
- /** Prewarms the drag – can already move internal points around here but should not move the object itself */
480
- collectMovementInfo?(): void;
481
- onDragStart?(args: PointerEventData): void;
482
- onDragEnd?(args: PointerEventData): void;
483
- /** The target object is moved around */
484
- onDragUpdate?(numberOfPointers: number): void;
485
- }
486
-
487
- /**
488
- * Handles two touch points affecting one object.
489
- * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
490
- */
491
- class MultiTouchDragHandler implements IDragHandler {
492
-
493
- handlerA: DragPointerHandler;
494
- handlerB: DragPointerHandler;
495
-
496
- private context: Context;
497
- private settings: DragControls;
498
- private gameObject: Object3D;
499
- private _handlerAAttachmentPoint: Vector3 = new Vector3();
500
- private _handlerBAttachmentPoint: Vector3 = new Vector3();
501
-
502
- private _followObject: GameObject;
503
- private _manipulatorObject: GameObject;
504
- private _deviceMode!: XRTargetRayMode | "transient-pointer";
505
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
506
-
507
- constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
508
- this.context = dragControls.context;
509
- this.settings = dragControls;
510
- this.gameObject = gameObject;
511
- this.handlerA = pointerA;
512
- this.handlerB = pointerB;
513
-
514
- this._followObject = new Object3D() as GameObject;
515
- this._manipulatorObject = new Object3D() as GameObject;
516
-
517
- this.context.scene.add(this._manipulatorObject);
518
-
519
- const rig = NeedleXRSession.active?.rig?.gameObject;
520
-
521
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
522
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
523
- return;
524
- }
525
-
526
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
527
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
528
- this.gameObject.localToWorld(this._tempVec1);
529
- this.gameObject.localToWorld(this._tempVec2);
530
- if (rig) {
531
- rig.worldToLocal(this._tempVec1);
532
- rig.worldToLocal(this._tempVec2);
533
- }
534
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
535
-
536
- if (this._initialDistance < 0.02) {
537
- if (debug) {
538
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
539
- }
540
- // We want two reasonable pointer attachment points here.
541
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
542
- this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
543
- this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
544
- this._handlerAAttachmentPoint.copy(this._tempVec1);
545
- this._handlerBAttachmentPoint.copy(this._tempVec2);
546
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
547
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
548
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
549
-
550
- if (this._initialDistance < 0.001) {
551
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
552
- this._initialDistance = 1;
553
- }
554
- }
555
- else {
556
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
557
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
558
- }
559
-
560
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
561
- this._initialScale.copy(gameObject.scale);
562
-
563
- if (debug) {
564
- this._followObject.add(new AxesHelper(2));
565
- this._manipulatorObject.add(new AxesHelper(5));
566
-
567
- const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
568
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
569
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
570
- }
571
- }
572
-
573
- onDragStart(_args: PointerEventData): void {
574
- // align _followObject with the object we want to drag
575
- this.gameObject.add(this._followObject);
576
- this._followObject.matrixAutoUpdate = false;
577
- this._followObject.matrix.identity();
578
- this._deviceMode = _args.mode;
579
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
580
-
581
- // align _manipulatorObject in the same way it would if this was a drag update
582
- this.alignManipulator();
583
-
584
- // and then parent it to the space object so it follows along.
585
- this._manipulatorObject.attach(this._followObject);
586
-
587
- // store offsets in local space
588
- this._manipulatorPosOffset.copy(this._followObject.position);
589
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
590
- this._manipulatorScaleOffset.copy(this._followObject.scale);
591
- }
592
-
593
- onDragEnd(_args: PointerEventData): void {
594
- if (!this.handlerA || !this.handlerB) {
595
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
596
- return;
597
- }
598
-
599
- // we want to initialize the drag points for these handlers again.
600
- // one of them will be removed, but we don't know here which one
601
- this.handlerA.recenter();
602
- this.handlerB.recenter();
603
-
604
- // destroy helper objects
605
- this._manipulatorObject.removeFromParent();
606
- this._followObject.removeFromParent();
607
- this._manipulatorObject.destroy();
608
- this._followObject.destroy();
609
- }
610
-
611
- private _manipulatorPosOffset: Vector3 = new Vector3();
612
- private _manipulatorRotOffset: Quaternion = new Quaternion();
613
- private _manipulatorScaleOffset: Vector3 = new Vector3();
614
-
615
- private _tempVec1: Vector3 = new Vector3();
616
- private _tempVec2: Vector3 = new Vector3();
617
- private _tempVec3: Vector3 = new Vector3();
618
- private tempLookMatrix: Matrix4 = new Matrix4();
619
- private _initialScale: Vector3 = new Vector3();
620
- private _initialDistance: number = 0;
621
-
622
- private alignManipulator() {
623
- if (!this.handlerA || !this.handlerB) {
624
- console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
625
- return;
626
- }
627
-
628
- if (!this.handlerA.followObject || !this.handlerB.followObject) {
629
- console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
630
- return;
631
- }
632
-
633
- this._tempVec1.copy(this._handlerAAttachmentPoint);
634
- this._tempVec2.copy(this._handlerBAttachmentPoint);
635
- this.handlerA.followObject.localToWorld(this._tempVec1);
636
- this.handlerB.followObject.localToWorld(this._tempVec2);
637
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
638
-
639
- this._manipulatorObject.position.copy(this._tempVec3);
640
-
641
- // - lookAt the second point on handlerB
642
- const camera = this.context.mainCamera;
643
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
644
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
645
-
646
- // - scale based on the distance between the two points
647
- const dist = this._tempVec1.distanceTo(this._tempVec2);
648
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
649
-
650
- this._manipulatorObject.updateMatrix();
651
- this._manipulatorObject.updateMatrixWorld(true);
652
-
653
- if (debug) {
654
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
655
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
656
-
657
- // const wp = this._manipulatorObject.worldPosition;
658
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
659
- }
660
- }
661
-
662
- onDragUpdate() {
663
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
664
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
665
- // into a reasonable two-handed translation/rotation/scale.
666
- // One approach:
667
- // - position our control object on the center between the two pointer control objects
668
-
669
- // TODO close grab needs to be handled differently because there we don't have a hit point -
670
- // Hit point is just the center of the object
671
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
672
-
673
- this.alignManipulator();
674
-
675
- // apply (smoothed) to the gameObject
676
- const lerpStrength = 30;
677
- const lerpFactor = 1.0;
678
-
679
- this._followObject.position.copy(this._manipulatorPosOffset);
680
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
681
- this._followObject.scale.copy(this._manipulatorScaleOffset);
682
-
683
- const draggedObject = this.gameObject;
684
- const targetObject = this._followObject;
685
-
686
- if (!draggedObject) {
687
- console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
688
- return;
689
- }
690
-
691
- targetObject.updateMatrix();
692
- targetObject.updateMatrixWorld(true);
693
-
694
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
695
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
696
-
697
- // TODO refactor to a common place
698
- // apply constraints (position grid snap, rotation, ...)
699
- if (this.settings.snapGridResolution > 0) {
700
- const wp = this._followObject.worldPosition;
701
- const snap = this.settings.snapGridResolution;
702
- wp.x = Math.round(wp.x / snap) * snap;
703
- wp.y = Math.round(wp.y / snap) * snap;
704
- wp.z = Math.round(wp.z / snap) * snap;
705
- this._followObject.worldPosition = wp;
706
- this._followObject.updateMatrix();
707
- }
708
- if (keepRotation) {
709
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
710
- this._followObject.updateMatrix();
711
- }
712
-
713
- // TODO refactor to a common place
714
- // TODO should use unscaled time here // some test for lerp speed depending on distance
715
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
716
-
717
- const wp = draggedObject.worldPosition;
718
- wp.lerp(targetObject.worldPosition, t);
719
- draggedObject.worldPosition = wp;
720
-
721
- const rot = draggedObject.worldQuaternion;
722
- rot.slerp(targetObject.worldQuaternion, t);
723
- draggedObject.worldQuaternion = rot;
724
-
725
- const scl = draggedObject.worldScale;
726
- scl.lerp(targetObject.worldScale, t);
727
- draggedObject.worldScale = scl;
728
- }
729
-
730
- setTargetObject(obj: Object3D | null): void {
731
- this.gameObject = obj as GameObject;
732
- }
733
- }
734
-
735
-
736
- /**
737
- * Handles a single pointer on an object.
738
- * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
739
- * and controlling object translation based on the drag mode.
740
- */
741
- class DragPointerHandler implements IDragHandler {
742
-
743
- /**
744
- * Returns the accumulated movement of the pointer in world units.
745
- * Used for determining if enough motion has occurred to start a drag.
746
- */
747
- getTotalMovement(): Vector3 { return this._totalMovement; }
748
-
749
- /**
750
- * Returns the object that follows the pointer during dragging operations.
751
- */
752
- get followObject(): GameObject { return this._followObject; }
753
-
754
- /**
755
- * Returns the point where the pointer initially hit the object in local space.
756
- */
757
- get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
758
-
759
- private context: Context;
760
- private gameObject: Object3D | null;
761
- private settings: DragControls;
762
- private _lastRig: IGameObject | undefined = undefined;
763
-
764
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
765
- private _followObject: GameObject;
766
- private _totalMovement: Vector3 = new Vector3();
767
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
768
- * effort someone is putting into moving an object closer or further away. */
769
- private _totalMovementAlongRayDirection: number = 0;
770
- /** Distance between _followObject and its parent at grab start, in local space */
771
- private _grabStartDistance: number = 0;
772
- private _deviceMode!: XRTargetRayMode | "transient-pointer";
773
- private _followObjectStartPosition: Vector3 = new Vector3();
774
- private _followObjectStartQuaternion: Quaternion = new Quaternion();
775
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
776
- private _lastDragPosRigSpace: Vector3 | undefined;
777
- private _tempVec: Vector3 = new Vector3();
778
- private _tempMat: Matrix4 = new Matrix4();
779
-
780
- private _hitPointInLocalSpace: Vector3 = new Vector3();
781
- private _hitNormalInLocalSpace: Vector3 = new Vector3();
782
- private _bottomCenter = new Vector3();
783
- private _backCenter = new Vector3();
784
- private _backBottomCenter = new Vector3();
785
- private _bounds = new Box3();
786
- private _dragPlane = new Plane(new Vector3(0, 1, 0));
787
- private _draggedOverObject: Object3D | null = null;
788
- private _draggedOverObjectLastSetUp: Object3D | null = null;
789
- private _draggedOverObjectLastNormal: Vector3 = new Vector3();
790
- private _draggedOverObjectDuration: number = 0;
791
-
792
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
793
- setTargetObject(obj: Object3D | null) {
794
- this.gameObject = obj;
795
- }
796
-
797
- constructor(dragControls: DragControls, gameObject: Object3D) {
798
- this.settings = dragControls;
799
- this.context = dragControls.context;
800
- this.gameObject = gameObject;
801
- this._followObject = new Object3D() as GameObject;
802
- }
803
-
804
- recenter() {
805
- if (!this._followObject.parent) {
806
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
807
- return;
808
- }
809
- if (!this.gameObject) {
810
- console.warn("Error: space follow object doesn't have a gameObject");
811
- return;
812
- }
813
-
814
- const p = this._followObject.parent as GameObject;
815
-
816
- this.gameObject.add(this._followObject);
817
- this._followObject.matrixAutoUpdate = false;
818
-
819
- this._followObject.position.set(0, 0, 0);
820
- this._followObject.quaternion.set(0, 0, 0, 1);
821
- this._followObject.scale.set(1, 1, 1);
822
-
823
- this._followObject.updateMatrix();
824
- this._followObject.updateMatrixWorld(true);
825
-
826
- p.attach(this._followObject);
827
-
828
- this._followObjectStartPosition.copy(this._followObject.position);
829
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
830
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
831
-
832
- this._followObject.updateMatrix();
833
- this._followObject.updateMatrixWorld(true);
834
-
835
- const hitPointWP = this._hitPointInLocalSpace.clone();
836
- this.gameObject.localToWorld(hitPointWP);
837
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
838
- const rig = NeedleXRSession.active?.rig?.gameObject;
839
- const rigScale = rig?.worldScale.x || 1;
840
- this._grabStartDistance /= rigScale;
841
-
842
- this._totalMovementAlongRayDirection = 0;
843
- this._lastDragPosRigSpace = undefined;
844
-
845
- if (debug) {
846
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
847
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
848
- }
849
- }
850
-
851
- onDragStart(args: PointerEventData) {
852
- if (!this.gameObject) {
853
- console.warn("Error: space follow object doesn't have a gameObject");
854
- return;
855
- }
856
-
857
- args.event.space.add(this._followObject);
858
-
859
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
860
- this._lastDragPosRigSpace = undefined;
861
-
862
- if (args.point && args.normal) {
863
- this._hitPointInLocalSpace.copy(args.point);
864
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
865
- this._hitNormalInLocalSpace.copy(args.normal);
866
- }
867
- else if (args) {
868
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
869
- // convert controller world position to local space instead and use that as hit point
870
- const controller = args.event.space as GameObject;
871
- const controllerWp = controller.worldPosition;
872
- this.gameObject.worldToLocal(controllerWp);
873
- this._hitPointInLocalSpace.copy(controllerWp);
874
-
875
- const controllerUp = controller.worldUp;
876
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
877
- controllerUp.transformDirection(this._tempMat);
878
- this._hitNormalInLocalSpace.copy(controllerUp);
879
- }
880
-
881
- this.recenter();
882
-
883
- this._totalMovement.set(0, 0, 0);
884
- this._deviceMode = args.mode;
885
-
886
-
887
- const dragSource = this._followObject.parent as IGameObject;
888
- const rayDirection = dragSource.worldForward;
889
-
890
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
891
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
892
-
893
- // set up drag plane; we don't really know the normal yet but we can already set the point
894
- const hitWP = this._hitPointInLocalSpace.clone();
895
- this.gameObject.localToWorld(hitWP);
896
-
897
- switch (dragMode) {
898
- case DragMode.XZPlane:
899
- const up = new Vector3(0, 1, 0);
900
- if (this.gameObject.parent) {
901
- // TODO in this case _dragPlane should be in parent space, not world space,
902
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
903
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
904
- }
905
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
906
- break;
907
- case DragMode.HitNormal:
908
- const hitNormal = this._hitNormalInLocalSpace.clone();
909
- hitNormal.transformDirection(this.gameObject.matrixWorld);
910
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
911
- break;
912
- case DragMode.Attached:
913
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
914
- break;
915
- case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
916
- this.setPlaneViewAligned(hitWP, true);
917
- break;
918
- case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
919
- this.setPlaneViewAligned(hitWP, false);
920
- break;
921
- case DragMode.None:
922
- break;
923
- }
924
-
925
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
926
- // const bbox = new Box3();
927
- const p = this.gameObject.parent;
928
- const localP = this.gameObject.position.clone();
929
- const localQ = this.gameObject.quaternion.clone();
930
- const localS = this.gameObject.scale.clone();
931
- // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
932
- const matrixWorld = this.gameObject.matrixWorld.clone();
933
-
934
- if (p) p.remove(this.gameObject);
935
- this.gameObject.position.set(0, 0, 0);
936
- this.gameObject.quaternion.set(0, 0, 0, 1);
937
- this.gameObject.scale.set(1, 1, 1);
938
- const bbox = getBoundingBox([this.gameObject]);
939
- // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
940
- bbox.expandByPoint(this.gameObject.worldPosition);
941
-
942
- // console.log(this.gameObject.position.y - bbox.min.y)
943
- // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
944
-
945
- // get front center point of the bbox. basically (0, 0, 1) in local space
946
- const bboxCenter = new Vector3();
947
- bbox.getCenter(bboxCenter);
948
- const bboxSize = new Vector3();
949
- bbox.getSize(bboxSize);
950
-
951
- // attachment points for dragging
952
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
953
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
954
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
955
-
956
- this._bounds.copy(bbox);
957
-
958
- // restore original transform
959
- if (p) p.add(this.gameObject);
960
- this.gameObject.position.copy(localP);
961
- this.gameObject.quaternion.copy(localQ);
962
- this.gameObject.scale.copy(localS);
963
- this.gameObject.matrixWorld.copy(matrixWorld);
964
-
965
- // surface snapping
966
- this._draggedOverObject = null;
967
- this._draggedOverObjectLastSetUp = null;
968
- this._draggedOverObjectLastNormal.set(0, 1, 0);
969
- this._draggedOverObjectDuration = 0;
970
- }
971
-
972
- collectMovementInfo() {
973
- // we're dragging - there is a controlling object
974
- if (!this._followObject.parent) return;
975
-
976
- // TODO This should all be handled properly per-pointer
977
- // and we want to have a chance to react to multiple pointers being on the same object.
978
- // some common stuff (calculating of movement offsets, etc) could be done by default
979
- // and then the main thing to override is the actual movement of the object based on N _followObjects
980
-
981
- const dragSource = this._followObject.parent as IGameObject;
982
-
983
- // modify _followObject with constraints, e.g.
984
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
985
- /* TODO fix jump on drag start
986
- const p0 = this._followObject.parent as GameObject;
987
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
988
- const p = new Vector3();
989
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
990
- if (t0 !== null)
991
- this._followObject.worldPosition = t0;
992
- */
993
-
994
- this._followObject.updateMatrix();
995
- const dragPosRigSpace = dragSource.worldPosition;
996
- const rig = NeedleXRSession.active?.rig?.gameObject;
997
- if (rig)
998
- rig.worldToLocal(dragPosRigSpace);
999
-
1000
- // sum up delta
1001
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
1002
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
1003
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
1004
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
1005
- this._lastRig = rig;
1006
- }
1007
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
1008
-
1009
- const rayDirectionRigSpace = dragSource.worldForward;
1010
- if (rig) {
1011
- this._tempMat.copy(rig.matrixWorld).invert();
1012
- rayDirectionRigSpace.transformDirection(this._tempMat);
1013
- }
1014
- // sum up delta movement along ray
1015
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
1016
- this._tempVec.x = Math.abs(this._tempVec.x);
1017
- this._tempVec.y = Math.abs(this._tempVec.y);
1018
- this._tempVec.z = Math.abs(this._tempVec.z);
1019
-
1020
- // sum up absolute total movement
1021
- this._totalMovement.add(this._tempVec);
1022
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
1023
-
1024
- if (debug) {
1025
- let wp = dragPosRigSpace;
1026
- // ray direction of the input source object
1027
- if (rig) {
1028
- wp = wp.clone();
1029
- wp.transformDirection(rig.matrixWorld);
1030
- }
1031
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
1032
- }
1033
- }
1034
-
1035
- onDragUpdate(numberOfPointers: number) {
1036
-
1037
- // can only handle a single pointer
1038
- // if there's more, we defer to multi-touch drag handlers
1039
- if (numberOfPointers > 1) return;
1040
- const draggedObject = this.gameObject as IGameObject | null;
1041
- if (!draggedObject || !this._followObject) {
1042
- console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
1043
- return;
1044
- }
1045
- const dragSource = this._followObject.parent as IGameObject | null;
1046
- if (!dragSource) {
1047
- console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
1048
- return;
1049
- }
1050
- this._followObject.updateMatrix();
1051
- const dragSourceWP = dragSource.worldPosition;
1052
- const rayDirection = dragSource.worldForward;
1053
-
1054
-
1055
- // Actually move and rotate draggedObject
1056
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
1057
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
1058
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
1059
-
1060
- if (dragMode === DragMode.None) return;
1061
-
1062
- const lerpStrength = 10;
1063
- // - keeping rotation constant during dragging
1064
- if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1065
- this._followObject.updateMatrix();
1066
- this._followObject.updateMatrixWorld(true);
1067
-
1068
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
1069
- let currentDist = 1.0;
1070
- let lerpFactor = 2.0;
1071
- if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
1072
- {
1073
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
1074
- currentDist = Math.max(0.0, factor);
1075
- currentDist = currentDist * currentDist * currentDist;
1076
- }
1077
- else if (this._grabStartDistance <= 0.5) {
1078
- // TODO there's still a frame delay between dragged objects and the hand models
1079
- lerpFactor = 3.0;
1080
- }
1081
-
1082
- // reset _followObject to its original position and rotation
1083
- this._followObject.position.copy(this._followObjectStartPosition);
1084
- if (!keepRotation)
1085
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
1086
-
1087
- // TODO restore previous functionality:
1088
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
1089
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
1090
- // move the grabbed point to your head and not slap the cube in your head.
1091
- this._followObject.position.multiplyScalar(currentDist);
1092
- this._followObject.updateMatrix();
1093
-
1094
- const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
1095
- this._hasLastSurfaceHitPoint = false;
1096
- const ray = new Ray(dragSourceWP, rayDirection);
1097
- let didHit = false;
1098
-
1099
- // Surface snapping.
1100
- // Feels quite weird in VR right now!
1101
- if (dragMode == DragMode.SnapToSurfaces) {
1102
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
1103
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
1104
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
1105
- const hits = this.context.physics.raycastFromRay(ray, {
1106
- testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
1107
- });
1108
-
1109
- if (hits.length > 0) {
1110
- const hit = hits[0];
1111
- // if we're above the same surface for a specified time, adjust drag options:
1112
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
1113
- // - if the drag plane is an object, we also want to
1114
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
1115
- // - rotate the dragged object to match the surface normal
1116
- if (this._draggedOverObject === hit.object)
1117
- this._draggedOverObjectDuration += this.context.time.deltaTime;
1118
- else {
1119
- this._draggedOverObject = hit.object;
1120
- this._draggedOverObjectDuration = 0;
1121
- }
1122
-
1123
- if (hit.face) {
1124
- didHit = true;
1125
- this._hasLastSurfaceHitPoint = true;
1126
- this._lastSurfaceHitPoint.copy(hit.point);
1127
-
1128
- const dragTimeThreshold = 0.15;
1129
- const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
1130
- const dragDistance = 0.001;
1131
- const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
1132
- // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
1133
- const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
1134
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
1135
- // or if the surface normal changed
1136
- if ((dragTimeSatisfied || dragDistanceSatisfied) &&
1137
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject
1138
- || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
1139
- // if we're dragging on a flat surface with different levels (like the sandbox floor)
1140
- || this.context.time.frame % 60 === 0
1141
- )
1142
- ) {
1143
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
1144
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
1145
-
1146
- const center = getTempVector();
1147
- const size = getTempVector();
1148
-
1149
- this._bounds.getCenter(center);
1150
- this._bounds.getSize(size);
1151
- center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1152
- this._hitPointInLocalSpace.copy(center);
1153
- this._hitNormalInLocalSpace.copy(hit.face.normal);
1154
-
1155
-
1156
- // ensure plane is far enough up that we don't drag into the surface
1157
- // Which offset we use here depends on the face normal direction we hit
1158
- // If we hit the bottom, we want to use the top, and vice versa
1159
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1160
- this._bounds.getCenter(center);
1161
- this._bounds.getSize(size);
1162
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1163
-
1164
- const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1165
- this._followObject.localToWorld(offset);
1166
-
1167
- // See https://linear.app/needle/issue/NE-5004
1168
- // const offsetWP = this._followObject.worldPosition.sub(offset);
1169
- const point = hit.point;//.sub(offsetWP);
1170
-
1171
- // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1172
- // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1173
- // console.log(hit.normal)
1174
-
1175
- this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1176
- }
1177
- // If the drag has just started and we're not yet really starting to update the object's position
1178
- // we want to return here and wait until the drag has been going on for a bit
1179
- // Otherwise the object will either immediately change it's position (when the user starts dragging)
1180
- // Or interpolate to a wrong position for a short moment
1181
- else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1182
- return;
1183
- }
1184
- }
1185
- }
1186
- else if (didHaveSurfaceHitPointLastFrame) {
1187
- if (this.gameObject)
1188
- this.setPlaneViewAligned(this.gameObject.worldPosition, false)
1189
- }
1190
- }
1191
-
1192
- // if(dragMode === DragMode.SnapToSurfaces){
1193
- // if(!didHit){
1194
- // return;
1195
- // }
1196
- // }
1197
-
1198
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1199
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1200
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1201
- // Drag on plane:
1202
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1203
-
1204
- this._followObject.worldPosition = this._tempVec;
1205
- this._followObject.updateMatrix();
1206
- this._followObject.updateMatrixWorld(true);
1207
-
1208
- const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
1209
- this._followObject.localToWorld(newWP);
1210
-
1211
- if (debug) {
1212
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1213
- }
1214
-
1215
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1216
- this._followObject.updateMatrix();
1217
-
1218
- // TODO figure out nicer look rotation here
1219
- // TODO rotating here will cause the object to intersect again with the surface
1220
- // if (!keepRotation) {
1221
- // const normal = this._dragPlane.normal;
1222
- // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1223
- // // Otherwise lookat will randomly choose a different rotation axis
1224
- // const tinyNormalJiggle = 0.00001;
1225
- // if (normal.x === 1) {
1226
- // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1227
- // }
1228
- // else if (normal.y === 1) {
1229
- // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1230
- // }
1231
- // else if (normal.z === 1) {
1232
- // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1233
- // }
1234
- // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1235
- // if (lookPoint) {
1236
- // this._followObject.lookAt(lookPoint);
1237
- // this._followObject.rotateX(Math.PI / 2);
1238
- // }
1239
- // }
1240
-
1241
- this._followObject.updateMatrix();
1242
- }
1243
-
1244
- // TODO refactor to a common place
1245
- // apply constraints (position grid snap, rotation, ...)
1246
- if (this.settings.snapGridResolution > 0) {
1247
- const wp = this._followObject.worldPosition;
1248
- const snap = this.settings.snapGridResolution;
1249
- wp.x = Math.round(wp.x / snap) * snap;
1250
- wp.y = Math.round(wp.y / snap) * snap;
1251
- wp.z = Math.round(wp.z / snap) * snap;
1252
- this._followObject.worldPosition = wp;
1253
- this._followObject.updateMatrix();
1254
- }
1255
- if (keepRotation) {
1256
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1257
- this._followObject.updateMatrix();
1258
- }
1259
-
1260
- // TODO refactor to a common place
1261
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1262
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1263
- const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1264
-
1265
- const wp = draggedObject.worldPosition;
1266
- wp.lerp(this._followObject.worldPosition, t);
1267
- draggedObject.worldPosition = wp;
1268
-
1269
- const rot = draggedObject.worldQuaternion;
1270
- rot.slerp(this._followObject.worldQuaternion, t_rotation);
1271
- draggedObject.worldQuaternion = rot;
1272
-
1273
-
1274
- if (debug) {
1275
- const hitPointWP = this._hitPointInLocalSpace.clone();
1276
- draggedObject.localToWorld(hitPointWP);
1277
- // draw grab attachment point and normal. They are in grabbed object space
1278
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1279
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1280
- hitNormalWP.applyQuaternion(rot);
1281
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1282
-
1283
- // debug info
1284
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1285
- `Distance: ${this._totalMovement.length().toFixed(2)}\n
1286
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1287
- Session: ${!!NeedleXRSession.active}\n
1288
- Device: ${this._deviceMode}\n
1289
- `,
1290
- 0.03
1291
- );
1292
-
1293
- // draw bottom/back snap points
1294
- const bottomCenter = this._bottomCenter.clone();
1295
- const backCenter = this._backCenter.clone();
1296
- const backBottomCenter = this._backBottomCenter.clone();
1297
- draggedObject.localToWorld(bottomCenter);
1298
- draggedObject.localToWorld(backCenter);
1299
- draggedObject.localToWorld(backBottomCenter);
1300
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1301
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1302
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1303
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1304
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1305
- }
1306
- }
1307
-
1308
- onDragEnd(args: PointerEventData) {
1309
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1310
- this._followObject.removeFromParent();
1311
- this._followObject.destroy();
1312
- this._lastDragPosRigSpace = undefined;
1313
- }
1314
-
1315
-
1316
- private _hasLastSurfaceHitPoint: boolean = false;
1317
- private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
1318
-
1319
- private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
1320
- if (!this._followObject.parent) {
1321
- return false;
1322
- }
1323
- const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
1324
- const v0 = getTempVector(0, 1, 0);
1325
- const v1 = viewDirection;
1326
- const angle = v0.angleTo(v1);
1327
- const angleThreshold = 0.5;
1328
- if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1329
- this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1330
- else
1331
- this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1332
- return true;
1333
-
1334
- }
1335
- }
1336
-
1337
- /**
1338
- * Provides visual helper elements for DragControls.
1339
- * Shows where objects will be placed and their relation to surfaces below them.
1340
- */
1341
- class LegacyDragVisualsHelper {
1342
-
1343
- /** Controls whether visual helpers like lines and markers are displayed */
1344
- showGizmo: boolean = true;
1345
-
1346
- /** When true, drag plane alignment changes based on view angle */
1347
- useViewAngle: boolean = true;
1348
-
1349
- /**
1350
- * Checks if there is a currently selected object being visualized
1351
- */
1352
- public get hasSelected(): boolean {
1353
- return this._selected !== null && this._selected !== undefined;
1354
- }
1355
-
1356
- /**
1357
- * Returns the currently selected object being visualized, if any
1358
- */
1359
- public get selected(): Object3D | null {
1360
- return this._selected;
1361
- }
1362
-
1363
- private _selected: Object3D | null = null;
1364
- private _context: Context | null = null;
1365
- private _camera: Camera;
1366
- private _cameraPlane: Plane = new Plane();
1367
-
1368
- private _hasGroundPlane: boolean = false;
1369
- private _groundPlane: Plane = new Plane();
1370
- private _groundOffset: Vector3 = new Vector3();
1371
- private _groundOffsetFactor: number = 0;
1372
- private _groundDistance: number = 0;
1373
- private _groundPlanePoint: Vector3 = new Vector3();
1374
-
1375
- private _raycaster = new Raycaster();
1376
- private _cameraPlaneOffset = new Vector3();
1377
- private _intersection = new Vector3();
1378
- private _worldPosition = new Vector3();
1379
- private _inverseMatrix = new Matrix4();
1380
- private _rbs: Rigidbody[] = [];
1381
-
1382
- private _groundLine: Line;
1383
- private _groundMarker: Object3D;
1384
- private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1385
-
1386
- constructor(camera: Camera) {
1387
- this._camera = camera;
1388
-
1389
- const line = new Line(LegacyDragVisualsHelper.geometry);
1390
- const mat = line.material as LineBasicMaterial;
1391
- mat.color = new Color(.4, .4, .4);
1392
- line.layers.set(2);
1393
- line.name = 'line';
1394
- line.scale.y = 1;
1395
- this._groundLine = line;
1396
-
1397
- const geometry = new SphereGeometry(.5, 22, 22);
1398
- const material = new MeshBasicMaterial({ color: mat.color });
1399
- const sphere = new Mesh(geometry, material);
1400
- sphere.visible = false;
1401
- sphere.layers.set(2);
1402
- this._groundMarker = sphere;
1403
- }
1404
-
1405
- setSelected(newSelected: Object3D | null, context: Context) {
1406
- if (this._selected && context) {
1407
- for (const rb of this._rbs) {
1408
- rb.wakeUp();
1409
- rb.setVelocity(0, 0, 0);
1410
- }
1411
- }
1412
-
1413
- if (this._selected) {
1414
- // TODO move somewhere else
1415
- Avatar_POI.Remove(context, this._selected);
1416
- }
1417
-
1418
- this._selected = newSelected;
1419
- this._context = context;
1420
- this._rbs.length = 0;
1421
-
1422
- if (newSelected) {
1423
- context.scene.add(this._groundLine);
1424
- context.scene.add(this._groundMarker);
1425
- }
1426
- else {
1427
- this._groundLine.removeFromParent();
1428
- this._groundMarker.removeFromParent();
1429
- }
1430
-
1431
- if (this._selected) {
1432
- if (!context) {
1433
- console.error("DragHelper: no context");
1434
- return;
1435
- }
1436
-
1437
- // TODO move somewhere else
1438
- Avatar_POI.Add(context, this._selected, null);
1439
-
1440
- this._groundOffsetFactor = 0;
1441
- this._hasGroundPlane = true;
1442
- this._groundOffset.set(0, 0, 0);
1443
- this._requireUpdateGroundPlane = true;
1444
-
1445
- this.onUpdateScreenSpacePlane();
1446
- }
1447
- }
1448
-
1449
- private _groundOffsetVector = new Vector3(0, 1, 0);
1450
- private _requireUpdateGroundPlane = true;
1451
- private _didDragOnGroundPlaneLastFrame: boolean = false;
1452
-
1453
- onUpdate(_context: Context) {
1454
-
1455
- if (!this._selected) return;
1456
-
1457
- // const wp = getWorldPosition(this._selected);
1458
- // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1459
- // this.onUpdateGroundPlane();
1460
- // this._didDragOnGroundPlaneLastFrame = true;
1461
- // this._hasGroundPlane = true;
1462
-
1463
- /*
1464
- if (!this._context) return;
1465
-
1466
- const mainKey: KeyCode = "Space";
1467
- const secondaryKey: KeyCode = "KeyD";
1468
- const scaleKey: KeyCode = "KeyS";
1469
-
1470
- const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1471
- const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1472
- if (isRotating) {
1473
- const dt = this._context.input.getPointerPositionDelta(0);
1474
- if (dt) {
1475
- this._groundOffsetVector.set(0, 1, 0);
1476
- this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1477
- }
1478
- }
1479
-
1480
- // todo: allow this once synced transform sends world scale
1481
- // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1482
- // if(isScaling){
1483
- // const dt = this._context.input.getPointerPositionDelta(0);
1484
- // if(dt){
1485
- // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1486
- // return;
1487
- // }
1488
- // }
1489
-
1490
- const rc = this._context.input.getPointerPositionRC(0);
1491
- if (!rc) return;
1492
- this._raycaster.setFromCamera(rc, this._camera);
1493
-
1494
- if (this._selected) {
1495
- if (debug) console.log("UPDATE DRAG", this._selected);
1496
- this._groundOffsetVector.set(0, 1, 0);
1497
- const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1498
- const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1499
-
1500
- const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1501
- let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1502
- if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1503
- dragOnGroundPlane = false;
1504
- }
1505
- const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1506
- this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1507
-
1508
- if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1509
- if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1510
- this.onUpdateGroundPlane();
1511
-
1512
- this._requireUpdateGroundPlane = false;
1513
- if (this._hasGroundPlane) {
1514
- // const wp = getWorldPosition(this._selected);
1515
- // const ray = new Ray(wp, new Vector3(0, -1, 0));
1516
-
1517
- if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1518
- const y = this._intersection.y;
1519
- this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1520
- this._groundPlanePoint.y = y;
1521
-
1522
- if (dragOnGroundPlane) {
1523
- this._groundOffsetVector.set(0, 1, 0);
1524
- // console.log(this._groundOffset);
1525
- const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1526
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1527
- this.onDidUpdate();
1528
- return;
1529
- }
1530
- }
1531
- // TODO: fix this
1532
- else this._groundPlanePoint.set(0, 99999, 0);
1533
- // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1534
- // const y = this._intersection.y;
1535
- // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1536
- // this._groundPlanePoint.y = y;
1537
- // }
1538
- }
1539
-
1540
- if (changed) {
1541
- this.onUpdateScreenSpacePlane();
1542
- }
1543
-
1544
- this._requireUpdateGroundPlane = true;
1545
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1546
- this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1547
- this.onDidUpdate();
1548
- }
1549
- }
1550
- */
1551
- }
1552
-
1553
- private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
1554
- if (!this._selected) return;
1555
- if (heightOnly) {
1556
- const cur = getWorldPosition(this._selected);
1557
- cur.y = wp.y;
1558
- wp = cur;
1559
- }
1560
- setWorldPosition(this._selected, wp);
1561
- setWorldPosition(this._groundLine, wp);
1562
- if (this._hasGroundPlane) {
1563
- this._groundLine.scale.y = this._groundDistance;
1564
- }
1565
- else this._groundLine.scale.y = 1000;
1566
- this._groundLine.visible = this.showGizmo;
1567
-
1568
- this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1569
- if (pointOnPlane) {
1570
- const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1571
- this._groundMarker.scale.set(s, s, s);
1572
- setWorldPosition(this._groundMarker, pointOnPlane);
1573
- }
1574
- }
1575
-
1576
- private onUpdateScreenSpacePlane() {
1577
- if (!this._selected || !this._context) return;
1578
- const rc = this._context.input.getPointerPositionRC(0);
1579
- if (!rc) return;
1580
- this._raycaster.setFromCamera(rc, this._camera);
1581
- this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1582
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1583
- this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1584
- this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1585
- }
1586
- }
1587
-
1588
- private onUpdateGroundPlane() {
1589
- if (!this._selected || !this._context) return;
1590
- const wp = getWorldPosition(this._selected);
1591
- const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1592
- const opts = new RaycastOptions();
1593
- opts.testObject = o => o !== this._selected;
1594
- const hits = this._context.physics.raycastFromRay(ray, opts);
1595
- for (let i = 0; i < hits.length; i++) {
1596
- const hit = hits[i];
1597
- if (!hit.face || this.contains(this._selected, hit.object)) {
1598
- continue;
1599
- }
1600
- const normal = getTempVector(0, 1, 0); // hit.face.normal
1601
- this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1602
- break;
1603
- }
1604
-
1605
- this._hasGroundPlane = true;
1606
- this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1607
- this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1608
- this._groundDistance = this._intersection.distanceTo(wp);
1609
- this._groundOffset.copy(this._intersection).sub(wp);
1610
- }
1611
-
1612
- private contains(obj: Object3D, toSearch: Object3D): boolean {
1613
- if (obj === toSearch) return true;
1614
- if (obj.children) {
1615
- for (const child of obj.children) {
1616
- if (this.contains(child, toSearch)) return true;
1617
- }
1618
- }
1619
- return false;
1620
- }
1621
- }
1622
-
1
+ import { AxesHelper, Box3, BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
2
+
3
+ import { Gizmos } from "../engine/engine_gizmos.js";
4
+ import { InstancingUtil } from "../engine/engine_instancing.js";
5
+ import { Mathf } from "../engine/engine_math.js";
6
+ import { RaycastOptions } from "../engine/engine_physics.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { Context } from "../engine/engine_setup.js";
9
+ import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
10
+ import { type IGameObject } from "../engine/engine_types.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { NeedleXRSession } from "../engine/engine_xr.js";
13
+ import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
14
+ import { Behaviour, GameObject } from "./Component.js";
15
+ import { UsageMarker } from "./Interactable.js";
16
+ import { Rigidbody } from "./RigidBody.js";
17
+ import { SyncedTransform } from "./SyncedTransform.js";
18
+ import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
19
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
20
+
21
+ /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
22
+ const debug = getParam("debugdrag");
23
+
24
+ /** Buffer to store currently active DragControls components */
25
+ const dragControlsBuffer: DragControls[] = [];
26
+
27
+ /**
28
+ * The DragMode determines how an object is dragged around in the scene.
29
+ */
30
+ export enum DragMode {
31
+ /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
+ XZPlane = 0,
33
+ /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
+ Attached = 1,
35
+ /** Object is dragged along the initial raycast hit normal. */
36
+ HitNormal = 2,
37
+ /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
+ DynamicViewAngle = 3,
39
+ /** The drag plane is snapped to surfaces in the scene while dragging. */
40
+ SnapToSurfaces = 4,
41
+ /** Don't allow dragging the object */
42
+ None = 5,
43
+ }
44
+
45
+ /**
46
+ * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
47
+ * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
48
+ *
49
+ * @category Interactivity
50
+ * @group Components
51
+ */
52
+ export class DragControls extends Behaviour implements IPointerEventHandler {
53
+
54
+ /**
55
+ * Checks if any DragControls component is currently active with selected objects
56
+ * @returns True if any DragControls component is currently active
57
+ */
58
+ public static get HasAnySelected(): boolean { return this._active > 0; }
59
+ private static _active: number = 0;
60
+
61
+ /**
62
+ * Retrieves a list of all DragControl components that are currently dragging objects.
63
+ * @returns Array of currently active DragControls components
64
+ */
65
+ public static get CurrentlySelected() {
66
+ dragControlsBuffer.length = 0;
67
+ for (const dc of this._instances) {
68
+ if (dc._isDragging) {
69
+ dragControlsBuffer.push(dc);
70
+ }
71
+ }
72
+ return dragControlsBuffer;
73
+ }
74
+ /** Registry of currently active and enabled DragControls components */
75
+ private static _instances: DragControls[] = [];
76
+
77
+ /**
78
+ * Determines how and where the object is dragged along. Different modes include
79
+ * dragging along a plane, attached to the pointer, or following surface normals.
80
+ */
81
+ @serializable()
82
+ public dragMode: DragMode = DragMode.DynamicViewAngle;
83
+
84
+ /**
85
+ * Snaps dragged objects to a 3D grid with the specified resolution.
86
+ * Set to 0 to disable snapping.
87
+ */
88
+ @serializable()
89
+ public snapGridResolution: number = 0.0;
90
+
91
+ /**
92
+ * When true, maintains the original rotation of the dragged object while moving it.
93
+ * When false, allows the object to rotate freely during dragging.
94
+ */
95
+ @serializable()
96
+ public keepRotation: boolean = true;
97
+
98
+ /**
99
+ * Determines how and where the object is dragged along while dragging in XR.
100
+ * Uses a separate setting from regular drag mode for better XR interaction.
101
+ */
102
+ @serializable()
103
+ public xrDragMode: DragMode = DragMode.Attached;
104
+
105
+ /**
106
+ * When true, maintains the original rotation of the dragged object during XR dragging.
107
+ * When false, allows the object to rotate freely during XR dragging.
108
+ */
109
+ @serializable()
110
+ public xrKeepRotation: boolean = false;
111
+
112
+ /**
113
+ * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
114
+ * Higher values make distance changes more pronounced.
115
+ * This is similar to mouse acceleration on a screen.
116
+ */
117
+ @serializable()
118
+ public xrDistanceDragFactor: number = 1;
119
+
120
+ /**
121
+ * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
122
+ * providing visual feedback about the object's position relative to surfaces below it.
123
+ */
124
+ @serializable()
125
+ public showGizmo: boolean = false;
126
+
127
+ /**
128
+ * Returns the object currently being dragged by this DragControls component, if any.
129
+ * @returns The object being dragged or null if no object is currently dragged
130
+ */
131
+ get draggedObject() {
132
+ return this._targetObject;
133
+ }
134
+
135
+ /**
136
+ * Updates the object that is being dragged by the DragControls.
137
+ * This can be used to change the target during a drag operation.
138
+ * @param obj The new object to drag, or null to stop dragging
139
+ */
140
+ setTargetObject(obj: Object3D | null) {
141
+ this._targetObject = obj;
142
+ for (const handler of this._dragHandlers.values()) {
143
+ handler.setTargetObject(obj);
144
+ }
145
+
146
+ // If the object was kinematic we want to reset it
147
+ const wasKinematicKey = "_rigidbody-was-kinematic";
148
+ if (this._rigidbody?.[wasKinematicKey] === false) {
149
+ this._rigidbody.isKinematic = false;
150
+ this._rigidbody[wasKinematicKey] = undefined;
151
+
152
+ }
153
+
154
+ this._rigidbody = null;
155
+ // If we have a object that is being dragged we want to get the Rigidbody component
156
+ // and we set kinematic to false while it's being dragged
157
+ if (obj) {
158
+ this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
159
+ if (this._rigidbody?.isKinematic === false) {
160
+ this._rigidbody.isKinematic = true;
161
+ this._rigidbody[wasKinematicKey] = false;
162
+ }
163
+ }
164
+ }
165
+
166
+ private _rigidbody: Rigidbody | null = null;
167
+
168
+ // future:
169
+ // constraints?
170
+
171
+
172
+ /** The object to be dragged – we pass this to handlers when they are created */
173
+ private _targetObject: Object3D | null = null;
174
+ private _dragHelper: LegacyDragVisualsHelper | null = null;
175
+ private static lastHovered: Object3D;
176
+ private _draggingRigidbodies: Rigidbody[] = [];
177
+ private _potentialDragStartEvt: PointerEventData | null = null;
178
+ private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
179
+ private _totalMovement: Vector3 = new Vector3();
180
+ /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
181
+ private _marker: UsageMarker | null = null;
182
+ private _isDragging: boolean = false;
183
+ private _didDrag: boolean = false;
184
+
185
+ /** @internal */
186
+ awake() {
187
+ // initialize all data that may be cloned incorrectly otherwise
188
+ this._potentialDragStartEvt = null;
189
+ this._dragHandlers = new Map();
190
+ this._totalMovement = new Vector3();
191
+ this._marker = null;
192
+ this._isDragging = false;
193
+ this._didDrag = false;
194
+ this._dragHelper = null;
195
+ this._draggingRigidbodies = [];
196
+ }
197
+
198
+ /** @internal */
199
+ start() {
200
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
201
+ this.gameObject.addComponent(ObjectRaycaster);
202
+ }
203
+
204
+ /** @internal */
205
+ onEnable(): void {
206
+ DragControls._instances.push(this);
207
+ }
208
+ /** @internal */
209
+ onDisable(): void {
210
+ DragControls._instances = DragControls._instances.filter(i => i !== this);
211
+ }
212
+
213
+ /**
214
+ * Checks if editing is allowed for the current networking connection.
215
+ * @param _obj Optional object to check edit permissions for
216
+ * @returns True if editing is allowed
217
+ */
218
+ private allowEdit(_obj: Object3D | null = null) {
219
+ return this.context.connection.allowEditing;
220
+ }
221
+
222
+ /**
223
+ * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
224
+ * @param evt Pointer event data containing information about the interaction
225
+ * @internal
226
+ */
227
+ onPointerEnter?(evt: PointerEventData) {
228
+ if (!this.allowEdit(this.gameObject)) return;
229
+ if (evt.mode !== "screen") return;
230
+
231
+ // get the drag mode and check if we need to abort early here
232
+ const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
233
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
234
+ if (dragMode === DragMode.None) return;
235
+
236
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
237
+ if (!dc || dc !== this) return;
238
+ DragControls.lastHovered = evt.object;
239
+ this.context.domElement.style.cursor = 'pointer';
240
+ }
241
+
242
+ /**
243
+ * Handles pointer movement events. Marks the event as used if dragging is active.
244
+ * @param args Pointer event data containing information about the movement
245
+ * @internal
246
+ */
247
+ onPointerMove?(args: PointerEventData) {
248
+ if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
249
+ }
250
+
251
+ /**
252
+ * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
253
+ * @param evt Pointer event data containing information about the interaction
254
+ * @internal
255
+ */
256
+ onPointerExit?(evt: PointerEventData) {
257
+ if (!this.allowEdit(this.gameObject)) return;
258
+ if (evt.mode !== "screen") return;
259
+ if (DragControls.lastHovered !== evt.object) return;
260
+ this.context.domElement.style.cursor = 'auto';
261
+ }
262
+
263
+ /**
264
+ * Handles pointer down events. Initiates the potential drag operation if conditions are met.
265
+ * @param args Pointer event data containing information about the interaction
266
+ * @internal
267
+ */
268
+ onPointerDown(args: PointerEventData) {
269
+ if (!this.allowEdit(this.gameObject)) return;
270
+ if (args.used) return;
271
+
272
+ // get the drag mode and check if we need to abort early here
273
+ const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
274
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
275
+ if (dragMode === DragMode.None) return;
276
+
277
+ DragControls.lastHovered = args.object;
278
+
279
+ if (args.button === 0) {
280
+ if (this._dragHandlers.size === 0) {
281
+ this._didDrag = false;
282
+ this._totalMovement.set(0, 0, 0);
283
+ this._potentialDragStartEvt = args;
284
+ }
285
+ if (!this._targetObject) {
286
+ this.setTargetObject(this.gameObject);
287
+ }
288
+
289
+ DragControls._active += 1;
290
+
291
+ const newDragHandler = new DragPointerHandler(this, this._targetObject!);
292
+ this._dragHandlers.set(args.event.space, newDragHandler);
293
+
294
+ newDragHandler.onDragStart(args);
295
+
296
+ if (this._dragHandlers.size === 2) {
297
+ const iterator = this._dragHandlers.values();
298
+ const a = iterator.next().value;
299
+ const b = iterator.next().value;
300
+ if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
301
+ const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
302
+ this._dragHandlers.set(this.gameObject, mtHandler);
303
+ mtHandler.onDragStart(args);
304
+ }
305
+ else {
306
+ console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
307
+ }
308
+ }
309
+
310
+ args.use();
311
+ }
312
+ }
313
+
314
+ /**
315
+ * Handles pointer up events. Finalizes or cancels the drag operation.
316
+ * @param args Pointer event data containing information about the interaction
317
+ * @internal
318
+ */
319
+ onPointerUp(args: PointerEventData) {
320
+ if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
321
+ if (!this.allowEdit(this.gameObject)) return;
322
+ if (args.button !== 0) return;
323
+ this._potentialDragStartEvt = null;
324
+
325
+ const handler = this._dragHandlers.get(args.event.space);
326
+ const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
327
+ if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
328
+ // any of the two handlers has been released, so we can remove the multi-touch handler
329
+ this._dragHandlers.delete(this.gameObject);
330
+ mtHandler.onDragEnd(args);
331
+ }
332
+
333
+ if (handler) {
334
+ if (DragControls._active > 0)
335
+ DragControls._active -= 1;
336
+
337
+ this.setTargetObject(null);
338
+
339
+ if (handler.onDragEnd) handler.onDragEnd(args);
340
+ this._dragHandlers.delete(args.event.space);
341
+
342
+ if (this._dragHandlers.size === 0) {
343
+ this.onLastDragEnd(args);
344
+ }
345
+ args.use();
346
+ }
347
+ }
348
+
349
+ /**
350
+ * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
351
+ * and triggers drag start once there's enough movement.
352
+ * @internal
353
+ */
354
+ update(): void {
355
+ for (const handler of this._dragHandlers.values()) {
356
+ if (handler.collectMovementInfo) handler.collectMovementInfo();
357
+ // TODO this doesn't make sense, we should instead just use the max here
358
+ // or even better, each handler can decide on their own how to handle this
359
+ if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
360
+ }
361
+
362
+ // drag start only after having dragged for some pixels
363
+ if (this._potentialDragStartEvt) {
364
+ if (!this._didDrag) {
365
+ // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
366
+ // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
367
+ if (this._totalMovement.length() > 0.0003)
368
+ this._didDrag = true;
369
+ else return;
370
+ }
371
+ const args = this._potentialDragStartEvt;
372
+ this._potentialDragStartEvt = null;
373
+ this.onFirstDragStart(args);
374
+ }
375
+
376
+ for (const handler of this._dragHandlers.values())
377
+ if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
378
+
379
+ if (this._dragHelper && this._dragHelper.hasSelected)
380
+ this.onAnyDragUpdate();
381
+ }
382
+
383
+ /**
384
+ * Called when the first pointer starts dragging on this object.
385
+ * Sets up network synchronization and marks rigidbodies for dragging.
386
+ * Not called for subsequent pointers on the same object.
387
+ * @param evt Pointer event data that initiated the drag
388
+ */
389
+ private onFirstDragStart(evt: PointerEventData) {
390
+ if (!evt || !evt.object) return;
391
+
392
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
393
+ // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
394
+ // then we will ignore this DragControls and not select it.
395
+ // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
396
+ if (!dc || (dc !== this && dc._isDragging)) return;
397
+
398
+ const object = this._targetObject || this.gameObject;
399
+
400
+ if (!object) return;
401
+
402
+ this._isDragging = true;
403
+
404
+ const sync = GameObject.getComponentInChildren(object, SyncedTransform);
405
+ if (debug) console.log("DRAG START", sync, object);
406
+
407
+ if (sync) {
408
+ sync.fastMode = true;
409
+ sync?.requestOwnership();
410
+ }
411
+
412
+ this._marker = GameObject.addComponent(object, UsageMarker);
413
+
414
+ this._draggingRigidbodies.length = 0;
415
+ const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
416
+ if (rbs)
417
+ this._draggingRigidbodies.push(...rbs);
418
+ }
419
+
420
+ /**
421
+ * Called each frame as long as any pointer is dragging this object.
422
+ * Updates visuals and keeps rigidbodies awake during the drag.
423
+ */
424
+ private onAnyDragUpdate() {
425
+ if (!this._dragHelper) return;
426
+ this._dragHelper.showGizmo = this.showGizmo;
427
+
428
+ this._dragHelper.onUpdate(this.context);
429
+ for (const rb of this._draggingRigidbodies) {
430
+ rb.wakeUp();
431
+ rb.resetVelocities();
432
+ rb.resetForcesAndTorques();
433
+ }
434
+
435
+ const object = this._targetObject || this.gameObject;
436
+
437
+ InstancingUtil.markDirty(object);
438
+ }
439
+
440
+ /**
441
+ * Called when the last pointer has been removed from this object.
442
+ * Cleans up drag state and applies final velocities to rigidbodies.
443
+ * @param evt Pointer event data for the last pointer that was lifted
444
+ */
445
+ private onLastDragEnd(evt: PointerEventData | null) {
446
+ if (!this || !this._isDragging) return;
447
+ this._isDragging = false;
448
+ for (const rb of this._draggingRigidbodies) {
449
+ rb.setVelocity(rb.smoothedVelocity);
450
+ }
451
+ this._draggingRigidbodies.length = 0;
452
+ this._targetObject = null;
453
+ if (evt?.object) {
454
+ const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
455
+ if (sync) {
456
+ sync.fastMode = false;
457
+ }
458
+ }
459
+ if (this._marker)
460
+ this._marker.destroy();
461
+
462
+ if (!this._dragHelper) return;
463
+ const selected = this._dragHelper.selected;
464
+ if (debug) console.log("DRAG END", selected, selected?.visible)
465
+ this._dragHelper.setSelected(null, this.context);
466
+ }
467
+ }
468
+
469
+ /**
470
+ * Common interface for pointer handlers (single touch and multi touch).
471
+ * Defines methods for tracking movement and managing target objects during drag operations.
472
+ */
473
+ interface IDragHandler {
474
+ /** Used to determine if a drag has happened for this handler */
475
+ getTotalMovement?(): Vector3;
476
+ /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
477
+ setTargetObject(obj: Object3D | null): void;
478
+
479
+ /** Prewarms the drag – can already move internal points around here but should not move the object itself */
480
+ collectMovementInfo?(): void;
481
+ onDragStart?(args: PointerEventData): void;
482
+ onDragEnd?(args: PointerEventData): void;
483
+ /** The target object is moved around */
484
+ onDragUpdate?(numberOfPointers: number): void;
485
+ }
486
+
487
+ /**
488
+ * Handles two touch points affecting one object.
489
+ * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
490
+ */
491
+ class MultiTouchDragHandler implements IDragHandler {
492
+
493
+ handlerA: DragPointerHandler;
494
+ handlerB: DragPointerHandler;
495
+
496
+ private context: Context;
497
+ private settings: DragControls;
498
+ private gameObject: Object3D;
499
+ private _handlerAAttachmentPoint: Vector3 = new Vector3();
500
+ private _handlerBAttachmentPoint: Vector3 = new Vector3();
501
+
502
+ private _followObject: GameObject;
503
+ private _manipulatorObject: GameObject;
504
+ private _deviceMode!: XRTargetRayMode | "transient-pointer";
505
+ private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
506
+
507
+ constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
508
+ this.context = dragControls.context;
509
+ this.settings = dragControls;
510
+ this.gameObject = gameObject;
511
+ this.handlerA = pointerA;
512
+ this.handlerB = pointerB;
513
+
514
+ this._followObject = new Object3D() as GameObject;
515
+ this._manipulatorObject = new Object3D() as GameObject;
516
+
517
+ this.context.scene.add(this._manipulatorObject);
518
+
519
+ const rig = NeedleXRSession.active?.rig?.gameObject;
520
+
521
+ if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
522
+ console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
523
+ return;
524
+ }
525
+
526
+ this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
527
+ this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
528
+ this.gameObject.localToWorld(this._tempVec1);
529
+ this.gameObject.localToWorld(this._tempVec2);
530
+ if (rig) {
531
+ rig.worldToLocal(this._tempVec1);
532
+ rig.worldToLocal(this._tempVec2);
533
+ }
534
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
535
+
536
+ if (this._initialDistance < 0.02) {
537
+ if (debug) {
538
+ console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
539
+ }
540
+ // We want two reasonable pointer attachment points here.
541
+ // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
542
+ this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
543
+ this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
544
+ this._handlerAAttachmentPoint.copy(this._tempVec1);
545
+ this._handlerBAttachmentPoint.copy(this._tempVec2);
546
+ this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
547
+ this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
548
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
549
+
550
+ if (this._initialDistance < 0.001) {
551
+ console.warn("Not supported right now – controller drag points for multitouch are too close!");
552
+ this._initialDistance = 1;
553
+ }
554
+ }
555
+ else {
556
+ this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
557
+ this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
558
+ }
559
+
560
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
561
+ this._initialScale.copy(gameObject.scale);
562
+
563
+ if (debug) {
564
+ this._followObject.add(new AxesHelper(2));
565
+ this._manipulatorObject.add(new AxesHelper(5));
566
+
567
+ const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
568
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
569
+ Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
570
+ }
571
+ }
572
+
573
+ onDragStart(_args: PointerEventData): void {
574
+ // align _followObject with the object we want to drag
575
+ this.gameObject.add(this._followObject);
576
+ this._followObject.matrixAutoUpdate = false;
577
+ this._followObject.matrix.identity();
578
+ this._deviceMode = _args.mode;
579
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
580
+
581
+ // align _manipulatorObject in the same way it would if this was a drag update
582
+ this.alignManipulator();
583
+
584
+ // and then parent it to the space object so it follows along.
585
+ this._manipulatorObject.attach(this._followObject);
586
+
587
+ // store offsets in local space
588
+ this._manipulatorPosOffset.copy(this._followObject.position);
589
+ this._manipulatorRotOffset.copy(this._followObject.quaternion);
590
+ this._manipulatorScaleOffset.copy(this._followObject.scale);
591
+ }
592
+
593
+ onDragEnd(_args: PointerEventData): void {
594
+ if (!this.handlerA || !this.handlerB) {
595
+ console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
596
+ return;
597
+ }
598
+
599
+ // we want to initialize the drag points for these handlers again.
600
+ // one of them will be removed, but we don't know here which one
601
+ this.handlerA.recenter();
602
+ this.handlerB.recenter();
603
+
604
+ // destroy helper objects
605
+ this._manipulatorObject.removeFromParent();
606
+ this._followObject.removeFromParent();
607
+ this._manipulatorObject.destroy();
608
+ this._followObject.destroy();
609
+ }
610
+
611
+ private _manipulatorPosOffset: Vector3 = new Vector3();
612
+ private _manipulatorRotOffset: Quaternion = new Quaternion();
613
+ private _manipulatorScaleOffset: Vector3 = new Vector3();
614
+
615
+ private _tempVec1: Vector3 = new Vector3();
616
+ private _tempVec2: Vector3 = new Vector3();
617
+ private _tempVec3: Vector3 = new Vector3();
618
+ private tempLookMatrix: Matrix4 = new Matrix4();
619
+ private _initialScale: Vector3 = new Vector3();
620
+ private _initialDistance: number = 0;
621
+
622
+ private alignManipulator() {
623
+ if (!this.handlerA || !this.handlerB) {
624
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
625
+ return;
626
+ }
627
+
628
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
629
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
630
+ return;
631
+ }
632
+
633
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
634
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
635
+ this.handlerA.followObject.localToWorld(this._tempVec1);
636
+ this.handlerB.followObject.localToWorld(this._tempVec2);
637
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
638
+
639
+ this._manipulatorObject.position.copy(this._tempVec3);
640
+
641
+ // - lookAt the second point on handlerB
642
+ const camera = this.context.mainCamera;
643
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
644
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
645
+
646
+ // - scale based on the distance between the two points
647
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
648
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
649
+
650
+ this._manipulatorObject.updateMatrix();
651
+ this._manipulatorObject.updateMatrixWorld(true);
652
+
653
+ if (debug) {
654
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
655
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
656
+
657
+ // const wp = this._manipulatorObject.worldPosition;
658
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
659
+ }
660
+ }
661
+
662
+ onDragUpdate() {
663
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
664
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
665
+ // into a reasonable two-handed translation/rotation/scale.
666
+ // One approach:
667
+ // - position our control object on the center between the two pointer control objects
668
+
669
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
670
+ // Hit point is just the center of the object
671
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
672
+
673
+ this.alignManipulator();
674
+
675
+ // apply (smoothed) to the gameObject
676
+ const lerpStrength = 30;
677
+ const lerpFactor = 1.0;
678
+
679
+ this._followObject.position.copy(this._manipulatorPosOffset);
680
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
681
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
682
+
683
+ const draggedObject = this.gameObject;
684
+ const targetObject = this._followObject;
685
+
686
+ if (!draggedObject) {
687
+ console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
688
+ return;
689
+ }
690
+
691
+ targetObject.updateMatrix();
692
+ targetObject.updateMatrixWorld(true);
693
+
694
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
695
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
696
+
697
+ // TODO refactor to a common place
698
+ // apply constraints (position grid snap, rotation, ...)
699
+ if (this.settings.snapGridResolution > 0) {
700
+ const wp = this._followObject.worldPosition;
701
+ const snap = this.settings.snapGridResolution;
702
+ wp.x = Math.round(wp.x / snap) * snap;
703
+ wp.y = Math.round(wp.y / snap) * snap;
704
+ wp.z = Math.round(wp.z / snap) * snap;
705
+ this._followObject.worldPosition = wp;
706
+ this._followObject.updateMatrix();
707
+ }
708
+ if (keepRotation) {
709
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
710
+ this._followObject.updateMatrix();
711
+ }
712
+
713
+ // TODO refactor to a common place
714
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
715
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
716
+
717
+ const wp = draggedObject.worldPosition;
718
+ wp.lerp(targetObject.worldPosition, t);
719
+ draggedObject.worldPosition = wp;
720
+
721
+ const rot = draggedObject.worldQuaternion;
722
+ rot.slerp(targetObject.worldQuaternion, t);
723
+ draggedObject.worldQuaternion = rot;
724
+
725
+ const scl = draggedObject.worldScale;
726
+ scl.lerp(targetObject.worldScale, t);
727
+ draggedObject.worldScale = scl;
728
+ }
729
+
730
+ setTargetObject(obj: Object3D | null): void {
731
+ this.gameObject = obj as GameObject;
732
+ }
733
+ }
734
+
735
+
736
+ /**
737
+ * Handles a single pointer on an object.
738
+ * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
739
+ * and controlling object translation based on the drag mode.
740
+ */
741
+ class DragPointerHandler implements IDragHandler {
742
+
743
+ /**
744
+ * Returns the accumulated movement of the pointer in world units.
745
+ * Used for determining if enough motion has occurred to start a drag.
746
+ */
747
+ getTotalMovement(): Vector3 { return this._totalMovement; }
748
+
749
+ /**
750
+ * Returns the object that follows the pointer during dragging operations.
751
+ */
752
+ get followObject(): GameObject { return this._followObject; }
753
+
754
+ /**
755
+ * Returns the point where the pointer initially hit the object in local space.
756
+ */
757
+ get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
758
+
759
+ private context: Context;
760
+ private gameObject: Object3D | null;
761
+ private settings: DragControls;
762
+ private _lastRig: IGameObject | undefined = undefined;
763
+
764
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
765
+ private _followObject: GameObject;
766
+ private _totalMovement: Vector3 = new Vector3();
767
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
768
+ * effort someone is putting into moving an object closer or further away. */
769
+ private _totalMovementAlongRayDirection: number = 0;
770
+ /** Distance between _followObject and its parent at grab start, in local space */
771
+ private _grabStartDistance: number = 0;
772
+ private _deviceMode!: XRTargetRayMode | "transient-pointer";
773
+ private _followObjectStartPosition: Vector3 = new Vector3();
774
+ private _followObjectStartQuaternion: Quaternion = new Quaternion();
775
+ private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
776
+ private _lastDragPosRigSpace: Vector3 | undefined;
777
+ private _tempVec: Vector3 = new Vector3();
778
+ private _tempMat: Matrix4 = new Matrix4();
779
+
780
+ private _hitPointInLocalSpace: Vector3 = new Vector3();
781
+ private _hitNormalInLocalSpace: Vector3 = new Vector3();
782
+ private _bottomCenter = new Vector3();
783
+ private _backCenter = new Vector3();
784
+ private _backBottomCenter = new Vector3();
785
+ private _bounds = new Box3();
786
+ private _dragPlane = new Plane(new Vector3(0, 1, 0));
787
+ private _draggedOverObject: Object3D | null = null;
788
+ private _draggedOverObjectLastSetUp: Object3D | null = null;
789
+ private _draggedOverObjectLastNormal: Vector3 = new Vector3();
790
+ private _draggedOverObjectDuration: number = 0;
791
+
792
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
793
+ setTargetObject(obj: Object3D | null) {
794
+ this.gameObject = obj;
795
+ }
796
+
797
+ constructor(dragControls: DragControls, gameObject: Object3D) {
798
+ this.settings = dragControls;
799
+ this.context = dragControls.context;
800
+ this.gameObject = gameObject;
801
+ this._followObject = new Object3D() as GameObject;
802
+ }
803
+
804
+ recenter() {
805
+ if (!this._followObject.parent) {
806
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
807
+ return;
808
+ }
809
+ if (!this.gameObject) {
810
+ console.warn("Error: space follow object doesn't have a gameObject");
811
+ return;
812
+ }
813
+
814
+ const p = this._followObject.parent as GameObject;
815
+
816
+ this.gameObject.add(this._followObject);
817
+ this._followObject.matrixAutoUpdate = false;
818
+
819
+ this._followObject.position.set(0, 0, 0);
820
+ this._followObject.quaternion.set(0, 0, 0, 1);
821
+ this._followObject.scale.set(1, 1, 1);
822
+
823
+ this._followObject.updateMatrix();
824
+ this._followObject.updateMatrixWorld(true);
825
+
826
+ p.attach(this._followObject);
827
+
828
+ this._followObjectStartPosition.copy(this._followObject.position);
829
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
830
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
831
+
832
+ this._followObject.updateMatrix();
833
+ this._followObject.updateMatrixWorld(true);
834
+
835
+ const hitPointWP = this._hitPointInLocalSpace.clone();
836
+ this.gameObject.localToWorld(hitPointWP);
837
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
838
+ const rig = NeedleXRSession.active?.rig?.gameObject;
839
+ const rigScale = rig?.worldScale.x || 1;
840
+ this._grabStartDistance /= rigScale;
841
+
842
+ this._totalMovementAlongRayDirection = 0;
843
+ this._lastDragPosRigSpace = undefined;
844
+
845
+ if (debug) {
846
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
847
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
848
+ }
849
+ }
850
+
851
+ onDragStart(args: PointerEventData) {
852
+ if (!this.gameObject) {
853
+ console.warn("Error: space follow object doesn't have a gameObject");
854
+ return;
855
+ }
856
+
857
+ args.event.space.add(this._followObject);
858
+
859
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
860
+ this._lastDragPosRigSpace = undefined;
861
+
862
+ if (args.point && args.normal) {
863
+ this._hitPointInLocalSpace.copy(args.point);
864
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
865
+ this._hitNormalInLocalSpace.copy(args.normal);
866
+ }
867
+ else if (args) {
868
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
869
+ // convert controller world position to local space instead and use that as hit point
870
+ const controller = args.event.space as GameObject;
871
+ const controllerWp = controller.worldPosition;
872
+ this.gameObject.worldToLocal(controllerWp);
873
+ this._hitPointInLocalSpace.copy(controllerWp);
874
+
875
+ const controllerUp = controller.worldUp;
876
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
877
+ controllerUp.transformDirection(this._tempMat);
878
+ this._hitNormalInLocalSpace.copy(controllerUp);
879
+ }
880
+
881
+ this.recenter();
882
+
883
+ this._totalMovement.set(0, 0, 0);
884
+ this._deviceMode = args.mode;
885
+
886
+
887
+ const dragSource = this._followObject.parent as IGameObject;
888
+ const rayDirection = dragSource.worldForward;
889
+
890
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
891
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
892
+
893
+ // set up drag plane; we don't really know the normal yet but we can already set the point
894
+ const hitWP = this._hitPointInLocalSpace.clone();
895
+ this.gameObject.localToWorld(hitWP);
896
+
897
+ switch (dragMode) {
898
+ case DragMode.XZPlane:
899
+ const up = new Vector3(0, 1, 0);
900
+ if (this.gameObject.parent) {
901
+ // TODO in this case _dragPlane should be in parent space, not world space,
902
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
903
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
904
+ }
905
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
906
+ break;
907
+ case DragMode.HitNormal:
908
+ const hitNormal = this._hitNormalInLocalSpace.clone();
909
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
910
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
911
+ break;
912
+ case DragMode.Attached:
913
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
914
+ break;
915
+ case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
916
+ this.setPlaneViewAligned(hitWP, true);
917
+ break;
918
+ case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
919
+ this.setPlaneViewAligned(hitWP, false);
920
+ break;
921
+ case DragMode.None:
922
+ break;
923
+ }
924
+
925
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
926
+ // const bbox = new Box3();
927
+ const p = this.gameObject.parent;
928
+ const localP = this.gameObject.position.clone();
929
+ const localQ = this.gameObject.quaternion.clone();
930
+ const localS = this.gameObject.scale.clone();
931
+ // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
932
+ const matrixWorld = this.gameObject.matrixWorld.clone();
933
+
934
+ if (p) p.remove(this.gameObject);
935
+ this.gameObject.position.set(0, 0, 0);
936
+ this.gameObject.quaternion.set(0, 0, 0, 1);
937
+ this.gameObject.scale.set(1, 1, 1);
938
+ const bbox = getBoundingBox([this.gameObject]);
939
+ // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
940
+ bbox.expandByPoint(this.gameObject.worldPosition);
941
+
942
+ // console.log(this.gameObject.position.y - bbox.min.y)
943
+ // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
944
+
945
+ // get front center point of the bbox. basically (0, 0, 1) in local space
946
+ const bboxCenter = new Vector3();
947
+ bbox.getCenter(bboxCenter);
948
+ const bboxSize = new Vector3();
949
+ bbox.getSize(bboxSize);
950
+
951
+ // attachment points for dragging
952
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
953
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
954
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
955
+
956
+ this._bounds.copy(bbox);
957
+
958
+ // restore original transform
959
+ if (p) p.add(this.gameObject);
960
+ this.gameObject.position.copy(localP);
961
+ this.gameObject.quaternion.copy(localQ);
962
+ this.gameObject.scale.copy(localS);
963
+ this.gameObject.matrixWorld.copy(matrixWorld);
964
+
965
+ // surface snapping
966
+ this._draggedOverObject = null;
967
+ this._draggedOverObjectLastSetUp = null;
968
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
969
+ this._draggedOverObjectDuration = 0;
970
+ }
971
+
972
+ collectMovementInfo() {
973
+ // we're dragging - there is a controlling object
974
+ if (!this._followObject.parent) return;
975
+
976
+ // TODO This should all be handled properly per-pointer
977
+ // and we want to have a chance to react to multiple pointers being on the same object.
978
+ // some common stuff (calculating of movement offsets, etc) could be done by default
979
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
980
+
981
+ const dragSource = this._followObject.parent as IGameObject;
982
+
983
+ // modify _followObject with constraints, e.g.
984
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
985
+ /* TODO fix jump on drag start
986
+ const p0 = this._followObject.parent as GameObject;
987
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
988
+ const p = new Vector3();
989
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
990
+ if (t0 !== null)
991
+ this._followObject.worldPosition = t0;
992
+ */
993
+
994
+ this._followObject.updateMatrix();
995
+ const dragPosRigSpace = dragSource.worldPosition;
996
+ const rig = NeedleXRSession.active?.rig?.gameObject;
997
+ if (rig)
998
+ rig.worldToLocal(dragPosRigSpace);
999
+
1000
+ // sum up delta
1001
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
1002
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
1003
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
1004
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
1005
+ this._lastRig = rig;
1006
+ }
1007
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
1008
+
1009
+ const rayDirectionRigSpace = dragSource.worldForward;
1010
+ if (rig) {
1011
+ this._tempMat.copy(rig.matrixWorld).invert();
1012
+ rayDirectionRigSpace.transformDirection(this._tempMat);
1013
+ }
1014
+ // sum up delta movement along ray
1015
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
1016
+ this._tempVec.x = Math.abs(this._tempVec.x);
1017
+ this._tempVec.y = Math.abs(this._tempVec.y);
1018
+ this._tempVec.z = Math.abs(this._tempVec.z);
1019
+
1020
+ // sum up absolute total movement
1021
+ this._totalMovement.add(this._tempVec);
1022
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
1023
+
1024
+ if (debug) {
1025
+ let wp = dragPosRigSpace;
1026
+ // ray direction of the input source object
1027
+ if (rig) {
1028
+ wp = wp.clone();
1029
+ wp.transformDirection(rig.matrixWorld);
1030
+ }
1031
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
1032
+ }
1033
+ }
1034
+
1035
+ onDragUpdate(numberOfPointers: number) {
1036
+
1037
+ // can only handle a single pointer
1038
+ // if there's more, we defer to multi-touch drag handlers
1039
+ if (numberOfPointers > 1) return;
1040
+ const draggedObject = this.gameObject as IGameObject | null;
1041
+ if (!draggedObject || !this._followObject) {
1042
+ console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
1043
+ return;
1044
+ }
1045
+ const dragSource = this._followObject.parent as IGameObject | null;
1046
+ if (!dragSource) {
1047
+ console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
1048
+ return;
1049
+ }
1050
+ this._followObject.updateMatrix();
1051
+ const dragSourceWP = dragSource.worldPosition;
1052
+ const rayDirection = dragSource.worldForward;
1053
+
1054
+
1055
+ // Actually move and rotate draggedObject
1056
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
1057
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
1058
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
1059
+
1060
+ if (dragMode === DragMode.None) return;
1061
+
1062
+ const lerpStrength = 10;
1063
+ // - keeping rotation constant during dragging
1064
+ if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1065
+ this._followObject.updateMatrix();
1066
+ this._followObject.updateMatrixWorld(true);
1067
+
1068
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
1069
+ let currentDist = 1.0;
1070
+ let lerpFactor = 2.0;
1071
+ if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
1072
+ {
1073
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
1074
+ currentDist = Math.max(0.0, factor);
1075
+ currentDist = currentDist * currentDist * currentDist;
1076
+ }
1077
+ else if (this._grabStartDistance <= 0.5) {
1078
+ // TODO there's still a frame delay between dragged objects and the hand models
1079
+ lerpFactor = 3.0;
1080
+ }
1081
+
1082
+ // reset _followObject to its original position and rotation
1083
+ this._followObject.position.copy(this._followObjectStartPosition);
1084
+ if (!keepRotation)
1085
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
1086
+
1087
+ // TODO restore previous functionality:
1088
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
1089
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
1090
+ // move the grabbed point to your head and not slap the cube in your head.
1091
+ this._followObject.position.multiplyScalar(currentDist);
1092
+ this._followObject.updateMatrix();
1093
+
1094
+ const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
1095
+ this._hasLastSurfaceHitPoint = false;
1096
+ const ray = new Ray(dragSourceWP, rayDirection);
1097
+ let didHit = false;
1098
+
1099
+ // Surface snapping.
1100
+ // Feels quite weird in VR right now!
1101
+ if (dragMode == DragMode.SnapToSurfaces) {
1102
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
1103
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
1104
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
1105
+ const hits = this.context.physics.raycastFromRay(ray, {
1106
+ testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
1107
+ });
1108
+
1109
+ if (hits.length > 0) {
1110
+ const hit = hits[0];
1111
+ // if we're above the same surface for a specified time, adjust drag options:
1112
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
1113
+ // - if the drag plane is an object, we also want to
1114
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
1115
+ // - rotate the dragged object to match the surface normal
1116
+ if (this._draggedOverObject === hit.object)
1117
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
1118
+ else {
1119
+ this._draggedOverObject = hit.object;
1120
+ this._draggedOverObjectDuration = 0;
1121
+ }
1122
+
1123
+ if (hit.face) {
1124
+ didHit = true;
1125
+ this._hasLastSurfaceHitPoint = true;
1126
+ this._lastSurfaceHitPoint.copy(hit.point);
1127
+
1128
+ const dragTimeThreshold = 0.15;
1129
+ const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
1130
+ const dragDistance = 0.001;
1131
+ const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
1132
+ // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
1133
+ const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
1134
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
1135
+ // or if the surface normal changed
1136
+ if ((dragTimeSatisfied || dragDistanceSatisfied) &&
1137
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject
1138
+ || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
1139
+ // if we're dragging on a flat surface with different levels (like the sandbox floor)
1140
+ || this.context.time.frame % 60 === 0
1141
+ )
1142
+ ) {
1143
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
1144
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
1145
+
1146
+ const center = getTempVector();
1147
+ const size = getTempVector();
1148
+
1149
+ this._bounds.getCenter(center);
1150
+ this._bounds.getSize(size);
1151
+ center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1152
+ this._hitPointInLocalSpace.copy(center);
1153
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
1154
+
1155
+
1156
+ // ensure plane is far enough up that we don't drag into the surface
1157
+ // Which offset we use here depends on the face normal direction we hit
1158
+ // If we hit the bottom, we want to use the top, and vice versa
1159
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1160
+ this._bounds.getCenter(center);
1161
+ this._bounds.getSize(size);
1162
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1163
+
1164
+ const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1165
+ this._followObject.localToWorld(offset);
1166
+
1167
+ // See https://linear.app/needle/issue/NE-5004
1168
+ // const offsetWP = this._followObject.worldPosition.sub(offset);
1169
+ const point = hit.point;//.sub(offsetWP);
1170
+
1171
+ // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1172
+ // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1173
+ // console.log(hit.normal)
1174
+
1175
+ this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1176
+ }
1177
+ // If the drag has just started and we're not yet really starting to update the object's position
1178
+ // we want to return here and wait until the drag has been going on for a bit
1179
+ // Otherwise the object will either immediately change it's position (when the user starts dragging)
1180
+ // Or interpolate to a wrong position for a short moment
1181
+ else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1182
+ return;
1183
+ }
1184
+ }
1185
+ }
1186
+ else if (didHaveSurfaceHitPointLastFrame) {
1187
+ if (this.gameObject)
1188
+ this.setPlaneViewAligned(this.gameObject.worldPosition, false)
1189
+ }
1190
+ }
1191
+
1192
+ // if(dragMode === DragMode.SnapToSurfaces){
1193
+ // if(!didHit){
1194
+ // return;
1195
+ // }
1196
+ // }
1197
+
1198
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1199
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1200
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1201
+ // Drag on plane:
1202
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1203
+
1204
+ this._followObject.worldPosition = this._tempVec;
1205
+ this._followObject.updateMatrix();
1206
+ this._followObject.updateMatrixWorld(true);
1207
+
1208
+ const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
1209
+ this._followObject.localToWorld(newWP);
1210
+
1211
+ if (debug) {
1212
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1213
+ }
1214
+
1215
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1216
+ this._followObject.updateMatrix();
1217
+
1218
+ // TODO figure out nicer look rotation here
1219
+ // TODO rotating here will cause the object to intersect again with the surface
1220
+ // if (!keepRotation) {
1221
+ // const normal = this._dragPlane.normal;
1222
+ // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1223
+ // // Otherwise lookat will randomly choose a different rotation axis
1224
+ // const tinyNormalJiggle = 0.00001;
1225
+ // if (normal.x === 1) {
1226
+ // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1227
+ // }
1228
+ // else if (normal.y === 1) {
1229
+ // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1230
+ // }
1231
+ // else if (normal.z === 1) {
1232
+ // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1233
+ // }
1234
+ // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1235
+ // if (lookPoint) {
1236
+ // this._followObject.lookAt(lookPoint);
1237
+ // this._followObject.rotateX(Math.PI / 2);
1238
+ // }
1239
+ // }
1240
+
1241
+ this._followObject.updateMatrix();
1242
+ }
1243
+
1244
+ // TODO refactor to a common place
1245
+ // apply constraints (position grid snap, rotation, ...)
1246
+ if (this.settings.snapGridResolution > 0) {
1247
+ const wp = this._followObject.worldPosition;
1248
+ const snap = this.settings.snapGridResolution;
1249
+ wp.x = Math.round(wp.x / snap) * snap;
1250
+ wp.y = Math.round(wp.y / snap) * snap;
1251
+ wp.z = Math.round(wp.z / snap) * snap;
1252
+ this._followObject.worldPosition = wp;
1253
+ this._followObject.updateMatrix();
1254
+ }
1255
+ if (keepRotation) {
1256
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1257
+ this._followObject.updateMatrix();
1258
+ }
1259
+
1260
+ // TODO refactor to a common place
1261
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1262
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1263
+ const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1264
+
1265
+ const wp = draggedObject.worldPosition;
1266
+ wp.lerp(this._followObject.worldPosition, t);
1267
+ draggedObject.worldPosition = wp;
1268
+
1269
+ const rot = draggedObject.worldQuaternion;
1270
+ rot.slerp(this._followObject.worldQuaternion, t_rotation);
1271
+ draggedObject.worldQuaternion = rot;
1272
+
1273
+
1274
+ if (debug) {
1275
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1276
+ draggedObject.localToWorld(hitPointWP);
1277
+ // draw grab attachment point and normal. They are in grabbed object space
1278
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1279
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1280
+ hitNormalWP.applyQuaternion(rot);
1281
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1282
+
1283
+ // debug info
1284
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1285
+ `Distance: ${this._totalMovement.length().toFixed(2)}\n
1286
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1287
+ Session: ${!!NeedleXRSession.active}\n
1288
+ Device: ${this._deviceMode}\n
1289
+ `,
1290
+ 0.03
1291
+ );
1292
+
1293
+ // draw bottom/back snap points
1294
+ const bottomCenter = this._bottomCenter.clone();
1295
+ const backCenter = this._backCenter.clone();
1296
+ const backBottomCenter = this._backBottomCenter.clone();
1297
+ draggedObject.localToWorld(bottomCenter);
1298
+ draggedObject.localToWorld(backCenter);
1299
+ draggedObject.localToWorld(backBottomCenter);
1300
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1301
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1302
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1303
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1304
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1305
+ }
1306
+ }
1307
+
1308
+ onDragEnd(args: PointerEventData) {
1309
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1310
+ this._followObject.removeFromParent();
1311
+ this._followObject.destroy();
1312
+ this._lastDragPosRigSpace = undefined;
1313
+ }
1314
+
1315
+
1316
+ private _hasLastSurfaceHitPoint: boolean = false;
1317
+ private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
1318
+
1319
+ private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
1320
+ if (!this._followObject.parent) {
1321
+ return false;
1322
+ }
1323
+ const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
1324
+ const v0 = getTempVector(0, 1, 0);
1325
+ const v1 = viewDirection;
1326
+ const angle = v0.angleTo(v1);
1327
+ const angleThreshold = 0.5;
1328
+ if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1329
+ this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1330
+ else
1331
+ this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1332
+ return true;
1333
+
1334
+ }
1335
+ }
1336
+
1337
+ /**
1338
+ * Provides visual helper elements for DragControls.
1339
+ * Shows where objects will be placed and their relation to surfaces below them.
1340
+ */
1341
+ class LegacyDragVisualsHelper {
1342
+
1343
+ /** Controls whether visual helpers like lines and markers are displayed */
1344
+ showGizmo: boolean = true;
1345
+
1346
+ /** When true, drag plane alignment changes based on view angle */
1347
+ useViewAngle: boolean = true;
1348
+
1349
+ /**
1350
+ * Checks if there is a currently selected object being visualized
1351
+ */
1352
+ public get hasSelected(): boolean {
1353
+ return this._selected !== null && this._selected !== undefined;
1354
+ }
1355
+
1356
+ /**
1357
+ * Returns the currently selected object being visualized, if any
1358
+ */
1359
+ public get selected(): Object3D | null {
1360
+ return this._selected;
1361
+ }
1362
+
1363
+ private _selected: Object3D | null = null;
1364
+ private _context: Context | null = null;
1365
+ private _camera: Camera;
1366
+ private _cameraPlane: Plane = new Plane();
1367
+
1368
+ private _hasGroundPlane: boolean = false;
1369
+ private _groundPlane: Plane = new Plane();
1370
+ private _groundOffset: Vector3 = new Vector3();
1371
+ private _groundOffsetFactor: number = 0;
1372
+ private _groundDistance: number = 0;
1373
+ private _groundPlanePoint: Vector3 = new Vector3();
1374
+
1375
+ private _raycaster = new Raycaster();
1376
+ private _cameraPlaneOffset = new Vector3();
1377
+ private _intersection = new Vector3();
1378
+ private _worldPosition = new Vector3();
1379
+ private _inverseMatrix = new Matrix4();
1380
+ private _rbs: Rigidbody[] = [];
1381
+
1382
+ private _groundLine: Line;
1383
+ private _groundMarker: Object3D;
1384
+ private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1385
+
1386
+ constructor(camera: Camera) {
1387
+ this._camera = camera;
1388
+
1389
+ const line = new Line(LegacyDragVisualsHelper.geometry);
1390
+ const mat = line.material as LineBasicMaterial;
1391
+ mat.color = new Color(.4, .4, .4);
1392
+ line.layers.set(2);
1393
+ line.name = 'line';
1394
+ line.scale.y = 1;
1395
+ this._groundLine = line;
1396
+
1397
+ const geometry = new SphereGeometry(.5, 22, 22);
1398
+ const material = new MeshBasicMaterial({ color: mat.color });
1399
+ const sphere = new Mesh(geometry, material);
1400
+ sphere.visible = false;
1401
+ sphere.layers.set(2);
1402
+ this._groundMarker = sphere;
1403
+ }
1404
+
1405
+ setSelected(newSelected: Object3D | null, context: Context) {
1406
+ if (this._selected && context) {
1407
+ for (const rb of this._rbs) {
1408
+ rb.wakeUp();
1409
+ rb.setVelocity(0, 0, 0);
1410
+ }
1411
+ }
1412
+
1413
+ if (this._selected) {
1414
+ // TODO move somewhere else
1415
+ Avatar_POI.Remove(context, this._selected);
1416
+ }
1417
+
1418
+ this._selected = newSelected;
1419
+ this._context = context;
1420
+ this._rbs.length = 0;
1421
+
1422
+ if (newSelected) {
1423
+ context.scene.add(this._groundLine);
1424
+ context.scene.add(this._groundMarker);
1425
+ }
1426
+ else {
1427
+ this._groundLine.removeFromParent();
1428
+ this._groundMarker.removeFromParent();
1429
+ }
1430
+
1431
+ if (this._selected) {
1432
+ if (!context) {
1433
+ console.error("DragHelper: no context");
1434
+ return;
1435
+ }
1436
+
1437
+ // TODO move somewhere else
1438
+ Avatar_POI.Add(context, this._selected, null);
1439
+
1440
+ this._groundOffsetFactor = 0;
1441
+ this._hasGroundPlane = true;
1442
+ this._groundOffset.set(0, 0, 0);
1443
+ this._requireUpdateGroundPlane = true;
1444
+
1445
+ this.onUpdateScreenSpacePlane();
1446
+ }
1447
+ }
1448
+
1449
+ private _groundOffsetVector = new Vector3(0, 1, 0);
1450
+ private _requireUpdateGroundPlane = true;
1451
+ private _didDragOnGroundPlaneLastFrame: boolean = false;
1452
+
1453
+ onUpdate(_context: Context) {
1454
+
1455
+ if (!this._selected) return;
1456
+
1457
+ // const wp = getWorldPosition(this._selected);
1458
+ // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1459
+ // this.onUpdateGroundPlane();
1460
+ // this._didDragOnGroundPlaneLastFrame = true;
1461
+ // this._hasGroundPlane = true;
1462
+
1463
+ /*
1464
+ if (!this._context) return;
1465
+
1466
+ const mainKey: KeyCode = "Space";
1467
+ const secondaryKey: KeyCode = "KeyD";
1468
+ const scaleKey: KeyCode = "KeyS";
1469
+
1470
+ const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1471
+ const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1472
+ if (isRotating) {
1473
+ const dt = this._context.input.getPointerPositionDelta(0);
1474
+ if (dt) {
1475
+ this._groundOffsetVector.set(0, 1, 0);
1476
+ this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1477
+ }
1478
+ }
1479
+
1480
+ // todo: allow this once synced transform sends world scale
1481
+ // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1482
+ // if(isScaling){
1483
+ // const dt = this._context.input.getPointerPositionDelta(0);
1484
+ // if(dt){
1485
+ // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1486
+ // return;
1487
+ // }
1488
+ // }
1489
+
1490
+ const rc = this._context.input.getPointerPositionRC(0);
1491
+ if (!rc) return;
1492
+ this._raycaster.setFromCamera(rc, this._camera);
1493
+
1494
+ if (this._selected) {
1495
+ if (debug) console.log("UPDATE DRAG", this._selected);
1496
+ this._groundOffsetVector.set(0, 1, 0);
1497
+ const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1498
+ const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1499
+
1500
+ const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1501
+ let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1502
+ if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1503
+ dragOnGroundPlane = false;
1504
+ }
1505
+ const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1506
+ this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1507
+
1508
+ if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1509
+ if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1510
+ this.onUpdateGroundPlane();
1511
+
1512
+ this._requireUpdateGroundPlane = false;
1513
+ if (this._hasGroundPlane) {
1514
+ // const wp = getWorldPosition(this._selected);
1515
+ // const ray = new Ray(wp, new Vector3(0, -1, 0));
1516
+
1517
+ if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1518
+ const y = this._intersection.y;
1519
+ this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1520
+ this._groundPlanePoint.y = y;
1521
+
1522
+ if (dragOnGroundPlane) {
1523
+ this._groundOffsetVector.set(0, 1, 0);
1524
+ // console.log(this._groundOffset);
1525
+ const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1526
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1527
+ this.onDidUpdate();
1528
+ return;
1529
+ }
1530
+ }
1531
+ // TODO: fix this
1532
+ else this._groundPlanePoint.set(0, 99999, 0);
1533
+ // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1534
+ // const y = this._intersection.y;
1535
+ // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1536
+ // this._groundPlanePoint.y = y;
1537
+ // }
1538
+ }
1539
+
1540
+ if (changed) {
1541
+ this.onUpdateScreenSpacePlane();
1542
+ }
1543
+
1544
+ this._requireUpdateGroundPlane = true;
1545
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1546
+ this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1547
+ this.onDidUpdate();
1548
+ }
1549
+ }
1550
+ */
1551
+ }
1552
+
1553
+ private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
1554
+ if (!this._selected) return;
1555
+ if (heightOnly) {
1556
+ const cur = getWorldPosition(this._selected);
1557
+ cur.y = wp.y;
1558
+ wp = cur;
1559
+ }
1560
+ setWorldPosition(this._selected, wp);
1561
+ setWorldPosition(this._groundLine, wp);
1562
+ if (this._hasGroundPlane) {
1563
+ this._groundLine.scale.y = this._groundDistance;
1564
+ }
1565
+ else this._groundLine.scale.y = 1000;
1566
+ this._groundLine.visible = this.showGizmo;
1567
+
1568
+ this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1569
+ if (pointOnPlane) {
1570
+ const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1571
+ this._groundMarker.scale.set(s, s, s);
1572
+ setWorldPosition(this._groundMarker, pointOnPlane);
1573
+ }
1574
+ }
1575
+
1576
+ private onUpdateScreenSpacePlane() {
1577
+ if (!this._selected || !this._context) return;
1578
+ const rc = this._context.input.getPointerPositionRC(0);
1579
+ if (!rc) return;
1580
+ this._raycaster.setFromCamera(rc, this._camera);
1581
+ this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1582
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1583
+ this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1584
+ this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1585
+ }
1586
+ }
1587
+
1588
+ private onUpdateGroundPlane() {
1589
+ if (!this._selected || !this._context) return;
1590
+ const wp = getWorldPosition(this._selected);
1591
+ const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1592
+ const opts = new RaycastOptions();
1593
+ opts.testObject = o => o !== this._selected;
1594
+ const hits = this._context.physics.raycastFromRay(ray, opts);
1595
+ for (let i = 0; i < hits.length; i++) {
1596
+ const hit = hits[i];
1597
+ if (!hit.face || this.contains(this._selected, hit.object)) {
1598
+ continue;
1599
+ }
1600
+ const normal = getTempVector(0, 1, 0); // hit.face.normal
1601
+ this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1602
+ break;
1603
+ }
1604
+
1605
+ this._hasGroundPlane = true;
1606
+ this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1607
+ this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1608
+ this._groundDistance = this._intersection.distanceTo(wp);
1609
+ this._groundOffset.copy(this._intersection).sub(wp);
1610
+ }
1611
+
1612
+ private contains(obj: Object3D, toSearch: Object3D): boolean {
1613
+ if (obj === toSearch) return true;
1614
+ if (obj.children) {
1615
+ for (const child of obj.children) {
1616
+ if (this.contains(child, toSearch)) return true;
1617
+ }
1618
+ }
1619
+ return false;
1620
+ }
1621
+ }
1622
+