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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
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  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
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  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
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  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
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  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,1298 +1,1298 @@
1
- import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
- import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
- import { Context } from './engine_setup.js';
4
- import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
5
- import { DeviceUtilities, getParam } from './engine_utils.js';
6
- const debug = getParam("debuginput");
7
- export var PointerType;
8
- (function (PointerType) {
9
- PointerType["Mouse"] = "mouse";
10
- PointerType["Touch"] = "touch";
11
- PointerType["Controller"] = "controller";
12
- PointerType["Hand"] = "hand";
13
- })(PointerType || (PointerType = {}));
14
- var PointerEnumType;
15
- (function (PointerEnumType) {
16
- PointerEnumType["PointerDown"] = "pointerdown";
17
- PointerEnumType["PointerUp"] = "pointerup";
18
- PointerEnumType["PointerMove"] = "pointermove";
19
- })(PointerEnumType || (PointerEnumType = {}));
20
- var KeyboardEnumType;
21
- (function (KeyboardEnumType) {
22
- KeyboardEnumType["KeyDown"] = "keydown";
23
- KeyboardEnumType["KeyUp"] = "keyup";
24
- KeyboardEnumType["KeyPressed"] = "keypress";
25
- })(KeyboardEnumType || (KeyboardEnumType = {}));
26
- export var InputEvents;
27
- (function (InputEvents) {
28
- InputEvents["PointerDown"] = "pointerdown";
29
- InputEvents["PointerUp"] = "pointerup";
30
- InputEvents["PointerMove"] = "pointermove";
31
- InputEvents["KeyDown"] = "keydown";
32
- InputEvents["KeyUp"] = "keyup";
33
- InputEvents["KeyPressed"] = "keypress";
34
- })(InputEvents || (InputEvents = {}));
35
- /**
36
- * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
37
- */
38
- export class NEPointerEvent extends PointerEvent {
39
- /**
40
- * Spatial input data
41
- */
42
- clientZ;
43
- /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
44
- deviceIndex;
45
- /** The origin of the event contains a reference to the creator of this event.
46
- * This can be the Needle Engine input system or e.g. a XR controller.
47
- * Implement `onPointerHits` to receive the intersections of this event.
48
- */
49
- origin;
50
- /** the browser event that triggered this event (if any) */
51
- source;
52
- /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
53
- mode;
54
- /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
55
- get isSpatial() {
56
- return this.mode != "screen";
57
- }
58
- /** A ray in worldspace for the event.
59
- * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
60
- get ray() {
61
- if (!this._ray) {
62
- this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
63
- }
64
- return this._ray;
65
- }
66
- set ray(value) { this._ray = value; }
67
- /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
68
- get hasRay() { return this._ray !== undefined; }
69
- _ray;
70
- /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
71
- * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
72
- */
73
- space;
74
- /** true if this event is a click */
75
- isClick = false;
76
- /** true if this event is a double click */
77
- isDoubleClick = false;
78
- /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
79
- get used() { return this._used; }
80
- _used = false;
81
- /** Call to mark an event to be used */
82
- use() {
83
- this._used = true;
84
- }
85
- /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
86
- get pointerId() { return this._pointerid; }
87
- _pointerid;
88
- // this is set via the init arguments (we override it here for intellisense to show the string options)
89
- /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
90
- get pointerType() { return this._pointerType; }
91
- _pointerType;
92
- // this is set via the init arguments (we override it here for intellisense to show the string options)
93
- /** The input that raised this event like `pointerdown` */
94
- get type() { return this._type; }
95
- _type;
96
- /** metadata can be used to associate additional information with the event */
97
- metadata = {};
98
- /** intersections that were generated from this event (or are associated with this event in any way) */
99
- intersections = new Array();
100
- constructor(type, source, init) {
101
- super(type, init);
102
- this.clientZ = init.clientZ;
103
- // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
104
- // so we have to be careful if we override properties - we then also need to set them in the constructor
105
- this._pointerid = init.pointerId;
106
- this._pointerType = init.pointerType;
107
- this._type = type;
108
- this.deviceIndex = init.deviceIndex;
109
- this.origin = init.origin;
110
- this.source = source;
111
- this.mode = init.mode;
112
- this._ray = init.ray;
113
- this.space = init.device;
114
- }
115
- _immediatePropagationStopped = false;
116
- get immediatePropagationStopped() {
117
- return this._immediatePropagationStopped;
118
- }
119
- _propagationStopped = false;
120
- get propagationStopped() {
121
- return this._immediatePropagationStopped || this._propagationStopped;
122
- }
123
- stopImmediatePropagation() {
124
- this._immediatePropagationStopped = true;
125
- super.stopImmediatePropagation();
126
- this.source?.stopImmediatePropagation();
127
- }
128
- stopPropagation() {
129
- this._propagationStopped = true;
130
- super.stopPropagation();
131
- this.source?.stopPropagation();
132
- if (debug)
133
- console.warn("Stop propagation...", this.pointerId, this.pointerType);
134
- }
135
- }
136
- export class NEKeyboardEvent extends KeyboardEvent {
137
- source;
138
- constructor(type, source, init) {
139
- super(type, init);
140
- this.source = source;
141
- }
142
- stopImmediatePropagation() {
143
- super.stopImmediatePropagation();
144
- this.source?.stopImmediatePropagation();
145
- }
146
- }
147
- export class KeyEventArgs {
148
- key;
149
- keyType;
150
- source;
151
- constructor(evt) {
152
- this.key = evt.key;
153
- this.keyType = evt.type;
154
- this.source = evt;
155
- }
156
- }
157
- export var InputEventQueue;
158
- (function (InputEventQueue) {
159
- InputEventQueue[InputEventQueue["Early"] = -100] = "Early";
160
- InputEventQueue[InputEventQueue["Default"] = 0] = "Default";
161
- InputEventQueue[InputEventQueue["Late"] = 100] = "Late";
162
- })(InputEventQueue || (InputEventQueue = {}));
163
- /**
164
- * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
165
- */
166
- export class Input {
167
- /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
168
- * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
169
- * Listeners per event are sorted
170
- */
171
- _eventListeners = {};
172
- addEventListener(type, callback, options) {
173
- if (!this._eventListeners[type])
174
- this._eventListeners[type] = [];
175
- if (!callback || typeof callback !== "function") {
176
- console.error("Invalid call to addEventListener: callback is required and must be a function!");
177
- return;
178
- }
179
- if (!options)
180
- options = {};
181
- // create a copy of the options object to avoid the original object being modified
182
- else
183
- options = { ...options };
184
- let queue = 0;
185
- if (options?.queue != undefined)
186
- queue = options.queue;
187
- const listeners = this._eventListeners[type];
188
- const queueListeners = listeners.find(l => l.priority === queue);
189
- if (!queueListeners) {
190
- listeners.push({ priority: queue, listeners: [{ callback, options }] });
191
- // ensure we sort the listeners by priority
192
- listeners.sort((a, b) => a.priority - b.priority);
193
- }
194
- else {
195
- queueListeners.listeners.push({ callback, options });
196
- }
197
- }
198
- removeEventListener(type, callback, options) {
199
- if (!this._eventListeners[type])
200
- return;
201
- if (!callback)
202
- return;
203
- const listeners = this._eventListeners[type];
204
- // if a specific queue is requested the callback should only be removed from that queue
205
- if (options?.queue != undefined) {
206
- const queueListeners = listeners.find(l => l.priority === options.queue);
207
- if (!queueListeners)
208
- return;
209
- const index = queueListeners.listeners.findIndex(l => l.callback === callback);
210
- if (index >= 0)
211
- queueListeners.listeners.splice(index, 1);
212
- }
213
- // if no queue is requested the callback will be removed from all queues
214
- else {
215
- for (const l of listeners) {
216
- const index = l.listeners.findIndex(l => l.callback === callback);
217
- if (index >= 0)
218
- l.listeners.splice(index, 1);
219
- }
220
- }
221
- }
222
- dispatchEvent(evt) {
223
- /** True when the next event queue should not be invoked */
224
- let preventNextEventQueue = false;
225
- // Handle keyboard event
226
- if (evt instanceof NEKeyboardEvent) {
227
- const listeners = this._eventListeners[evt.type];
228
- if (listeners) {
229
- for (const queue of listeners) {
230
- for (let i = 0; i < queue.listeners.length; i++) {
231
- const entry = queue.listeners[i];
232
- // if the abort signal is aborted we remove the listener and will not invoke it
233
- if (entry.options?.signal?.aborted) {
234
- queue.listeners.splice(i, 1);
235
- i--;
236
- continue;
237
- }
238
- // if the event should only be invoked once then we remove the listener before invoking it
239
- if (entry.options.once) {
240
- queue.listeners.splice(i, 1);
241
- i--;
242
- }
243
- entry.callback(evt);
244
- }
245
- }
246
- }
247
- }
248
- // Hnadle pointer event
249
- if (evt instanceof NEPointerEvent) {
250
- const listeners = this._eventListeners[evt.type];
251
- if (listeners) {
252
- for (const queue of listeners) {
253
- if (preventNextEventQueue)
254
- break;
255
- for (let i = 0; i < queue.listeners.length; i++) {
256
- const entry = queue.listeners[i];
257
- // if the abort signal is aborted we remove the listener and will not invoke it
258
- if (entry.options?.signal?.aborted) {
259
- queue.listeners.splice(i, 1);
260
- i--;
261
- continue;
262
- }
263
- // if immediatePropagationStopped is true we stop propagation altogether
264
- if (evt.immediatePropagationStopped) {
265
- preventNextEventQueue = true;
266
- if (debug)
267
- console.log("immediatePropagationStopped", evt.type);
268
- break;
269
- }
270
- // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
271
- else if (evt.propagationStopped) {
272
- preventNextEventQueue = true;
273
- if (debug)
274
- console.log("propagationStopped", evt.type);
275
- // we do not break here but continue invoking the listeners in the queue
276
- }
277
- // if the event should only be invoked once then we remove the listener before invoking it
278
- if (entry.options.once) {
279
- queue.listeners.splice(i, 1);
280
- i--;
281
- }
282
- entry.callback(evt);
283
- }
284
- }
285
- }
286
- }
287
- }
288
- _doubleClickTimeThreshold = .2;
289
- _longPressTimeThreshold = 1;
290
- get mousePosition() { return this._pointerPositions[0]; }
291
- ;
292
- get mousePositionRC() { return this._pointerPositionsRC[0]; }
293
- get mouseDown() { return this._pointerDown[0]; }
294
- get mouseUp() { return this._pointerUp[0]; }
295
- /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
296
- get mouseClick() { return this._pointerClick[0]; }
297
- /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
298
- get mouseDoubleClick() { return this._pointerDoubleClick[0]; }
299
- get mousePressed() { return this._pointerPressed[0]; }
300
- get mouseWheelChanged() { return this.getMouseWheelChanged(0); }
301
- /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
302
- get click() { return this._pointerClick[0]; }
303
- /** Was a double click detected for the primary pointer? */
304
- get doubleClick() { return this._pointerDoubleClick[0]; }
305
- /**
306
- * Get a connected Gamepad
307
- * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
308
- * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
309
- * @returns The gamepad or null if no gamepad is connected
310
- */
311
- getGamepad(index = 0) {
312
- if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
313
- return navigator.getGamepads()[index] || null;
314
- }
315
- return null;
316
- }
317
- _setCursorTypes = [];
318
- /** @deprecated use setCursor("pointer") */
319
- setCursorPointer() {
320
- this.setCursor("pointer");
321
- }
322
- /** @deprecated use unsetCursor() */
323
- setCursorNormal() {
324
- this.unsetCursor("pointer");
325
- }
326
- /**
327
- * Set a custom cursor. This will set the cursor type until unsetCursor is called
328
- */
329
- setCursor(type) {
330
- this._setCursorTypes.push(type);
331
- if (this._setCursorTypes.length > 10) {
332
- this._setCursorTypes.shift();
333
- }
334
- this.updateCursor();
335
- }
336
- /**
337
- * Unset a custom cursor. This will set the cursor type to the previous type or default
338
- */
339
- unsetCursor(type) {
340
- for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
341
- if (this._setCursorTypes[i] === type) {
342
- this._setCursorTypes.splice(i, 1);
343
- this.updateCursor();
344
- break;
345
- }
346
- }
347
- }
348
- updateCursor() {
349
- if (this._setCursorTypes?.length == 0)
350
- this.context.domElement.style.cursor = "default";
351
- else
352
- this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
353
- }
354
- /**
355
- * Check if a pointer id is currently used.
356
- */
357
- getIsPointerIdInUse(pointerId) {
358
- for (const evt of this._pointerEventsPressed) {
359
- if (evt.pointerId === pointerId) {
360
- if (evt.used)
361
- return true;
362
- }
363
- }
364
- return false;
365
- }
366
- /** how many pointers are currently pressed */
367
- getPointerPressedCount() {
368
- let count = 0;
369
- for (let i = 0; i < this._pointerPressed.length; i++) {
370
- if (this._pointerPressed[i]) {
371
- count++;
372
- }
373
- }
374
- return count;
375
- }
376
- /**
377
- * Gets the position of the given pointer index in pixel
378
- * @param i The pointer index
379
- * @returns The position of the pointer in pixel
380
- */
381
- getPointerPosition(i) {
382
- if (i >= this._pointerPositions.length)
383
- return null;
384
- return this._pointerPositions[i];
385
- }
386
- getPointerPositionLastFrame(i) {
387
- if (i >= this._pointerPositionsLastFrame.length)
388
- return null;
389
- return this._pointerPositionsLastFrame[i];
390
- }
391
- getPointerPositionDelta(i) {
392
- if (i >= this._pointerPositionsDelta.length)
393
- return null;
394
- return this._pointerPositionsDelta[i];
395
- }
396
- /**
397
- * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
398
- * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
399
- */
400
- getPointerPositionRC(i) {
401
- if (i >= this._pointerPositionsRC.length)
402
- return null;
403
- return this._pointerPositionsRC[i];
404
- }
405
- getPointerDown(i) {
406
- if (i >= this._pointerDown.length)
407
- return false;
408
- return this._pointerDown[i];
409
- }
410
- getPointerUp(i) {
411
- if (i >= this._pointerUp.length)
412
- return false;
413
- return this._pointerUp[i];
414
- }
415
- getPointerPressed(i) {
416
- if (i >= this._pointerPressed.length)
417
- return false;
418
- const res = this._pointerPressed[i];
419
- // if (i === 0) console.log(...this._pointerIds);
420
- return res;
421
- }
422
- getPointerClicked(i) {
423
- if (i >= this._pointerClick.length)
424
- return false;
425
- return this._pointerClick[i];
426
- }
427
- getPointerDoubleClicked(i) {
428
- if (i >= this._pointerDoubleClick.length)
429
- return false;
430
- return this._pointerDoubleClick[i];
431
- }
432
- getPointerDownTime(i) {
433
- if (i >= this._pointerDownTime.length)
434
- return -1;
435
- return this._pointerDownTime[i];
436
- }
437
- getPointerUpTime(i) {
438
- if (i >= this._pointerUpTime.length)
439
- return -1;
440
- return this._pointerUpTime[i];
441
- }
442
- getPointerLongPress(i) {
443
- if (i >= this._pointerDownTime.length)
444
- return false;
445
- return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
446
- }
447
- getIsMouse(i) {
448
- if (i < 0 || i >= this._pointerTypes.length)
449
- return false;
450
- return this._pointerTypes[i] === PointerType.Mouse;
451
- }
452
- getIsTouch(i) {
453
- if (i < 0 || i >= this._pointerTypes.length)
454
- return false;
455
- return this._pointerTypes[i] === PointerType.Touch;
456
- }
457
- getTouchesPressedCount() {
458
- let count = 0;
459
- for (let i = 0; i < this._pointerPressed.length; i++) {
460
- if (this._pointerPressed[i] && this.getIsTouch(i)) {
461
- count++;
462
- }
463
- }
464
- return count;
465
- }
466
- getMouseWheelChanged(i = 0) {
467
- if (i >= this._mouseWheelChanged.length)
468
- return false;
469
- return this._mouseWheelChanged[i];
470
- }
471
- getMouseWheelDeltaY(i = 0) {
472
- if (i >= this._mouseWheelDeltaY.length)
473
- return 0;
474
- return this._mouseWheelDeltaY[i];
475
- }
476
- getPointerEvent(i) {
477
- if (i >= this._pointerEvent.length)
478
- return undefined;
479
- return this._pointerEvent[i] ?? undefined;
480
- }
481
- *foreachPointerId(pointerType) {
482
- for (let i = 0; i < this._pointerTypes.length; i++) {
483
- // check if the pointer is active
484
- if (this._pointerIsActive(i)) {
485
- // if specific pointer types are requested
486
- if (pointerType !== undefined) {
487
- const type = this._pointerTypes[i];
488
- if (Array.isArray(pointerType)) {
489
- let isInArray = false;
490
- for (const t of pointerType) {
491
- if (type === t) {
492
- isInArray = true;
493
- break;
494
- }
495
- }
496
- if (!isInArray)
497
- continue;
498
- }
499
- else {
500
- if (pointerType !== type)
501
- continue;
502
- }
503
- }
504
- yield i;
505
- }
506
- }
507
- }
508
- *foreachTouchId() {
509
- for (let i = 0; i < this._pointerTypes.length; i++) {
510
- const type = this._pointerTypes[i];
511
- if (type !== PointerType.Touch)
512
- continue;
513
- if (this._pointerIsActive[i])
514
- yield i;
515
- }
516
- }
517
- _pointerIsActive(index) {
518
- if (index < 0)
519
- return false;
520
- return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
521
- }
522
- context;
523
- _pointerDown = [false];
524
- _pointerUp = [false];
525
- _pointerClick = [false];
526
- _pointerDoubleClick = [false];
527
- _pointerPressed = [false];
528
- _pointerPositions = [new Vector2()];
529
- _pointerPositionsLastFrame = [new Vector2()];
530
- _pointerPositionsDelta = [new Vector2()];
531
- _pointerPositionsRC = [new Vector2()];
532
- _pointerPositionDown = [new Vector3()];
533
- _pointerDownTime = [];
534
- _pointerUpTime = [];
535
- _pointerUpTimestamp = [];
536
- _pointerIds = [];
537
- _pointerTypes = [""];
538
- _mouseWheelChanged = [false];
539
- _mouseWheelDeltaY = [0];
540
- _pointerEvent = [];
541
- /** current pressed pointer events. Used to check if any of those events was used */
542
- _pointerEventsPressed = [];
543
- /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
544
- _pointerSpace = [];
545
- _pressedStack = new Map();
546
- onDownButton(pointerId, button) {
547
- let stack = this._pressedStack.get(pointerId);
548
- if (!stack) {
549
- stack = [];
550
- this._pressedStack.set(pointerId, stack);
551
- }
552
- stack.push(button);
553
- }
554
- onReleaseButton(pointerId, button) {
555
- const stack = this._pressedStack.get(pointerId);
556
- if (!stack)
557
- return;
558
- const index = stack.indexOf(button);
559
- if (index >= 0)
560
- stack.splice(index, 1);
561
- }
562
- /** the first button that was down and is currently pressed */
563
- getFirstPressedButtonForPointer(pointerId) {
564
- const stack = this._pressedStack.get(pointerId);
565
- if (!stack)
566
- return undefined;
567
- return stack[0];
568
- }
569
- /** the last (most recent) button that was down and is currently pressed */
570
- getLatestPressedButtonForPointer(pointerId) {
571
- const stack = this._pressedStack.get(pointerId);
572
- if (!stack)
573
- return undefined;
574
- return stack[stack.length - 1];
575
- }
576
- getKeyDown(key) {
577
- // If a key is provided check if it was pressed this frame
578
- if (key !== undefined) {
579
- return this.isKeyDown(key);
580
- }
581
- // If no key was provided get the first key that was pressed this frame
582
- for (const key in this.keysPressed) {
583
- const k = this.keysPressed[key];
584
- if (k.startFrame === this.context.time.frameCount)
585
- return k.key;
586
- }
587
- return null;
588
- }
589
- getKeyPressed(key) {
590
- if (key !== undefined) {
591
- return this.isKeyPressed(key);
592
- }
593
- for (const key in this.keysPressed) {
594
- const k = this.keysPressed[key];
595
- if (k.pressed)
596
- return k.key;
597
- }
598
- return null;
599
- }
600
- getKeyUp(key) {
601
- if (key !== undefined) {
602
- return this.isKeyUp(key);
603
- }
604
- for (const key in this.keysPressed) {
605
- const k = this.keysPressed[key];
606
- if (k.pressed === false && k.frame === this.context.time.frameCount)
607
- return true;
608
- return false;
609
- }
610
- return null;
611
- }
612
- isKeyDown(keyCode) {
613
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
614
- return false;
615
- const codes = this.getCodeForCommonKeyName(keyCode);
616
- if (codes !== null) {
617
- for (const code of codes)
618
- if (this.isKeyDown(code))
619
- return true;
620
- return false;
621
- }
622
- const k = this.keysPressed[keyCode];
623
- if (!k)
624
- return false;
625
- return k.startFrame === this.context.time.frameCount && k.pressed;
626
- }
627
- isKeyUp(keyCode) {
628
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
629
- return false;
630
- const codes = this.getCodeForCommonKeyName(keyCode);
631
- if (codes !== null) {
632
- for (const code of codes)
633
- if (this.isKeyUp(code))
634
- return true;
635
- return false;
636
- }
637
- const k = this.keysPressed[keyCode];
638
- if (!k)
639
- return false;
640
- return k.frame === this.context.time.frameCount && k.pressed === false;
641
- }
642
- isKeyPressed(keyCode) {
643
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
644
- return false;
645
- const codes = this.getCodeForCommonKeyName(keyCode);
646
- if (codes !== null) {
647
- for (const code of codes)
648
- if (this.isKeyPressed(code))
649
- return true;
650
- return false;
651
- }
652
- const k = this.keysPressed[keyCode];
653
- if (!k)
654
- return false;
655
- return k.pressed || false;
656
- }
657
- // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
658
- getCodeForCommonKeyName(keyName) {
659
- if (keyName.length === 1) {
660
- // check if this is a digit
661
- if (keyName >= "0" && keyName <= "9")
662
- return ["Digit" + keyName];
663
- // check if this is a letter
664
- if (keyName >= "a" && keyName <= "z")
665
- return ["Key" + keyName.toUpperCase()];
666
- if (keyName == " ")
667
- return ["Space"];
668
- }
669
- switch (keyName) {
670
- case "shift":
671
- case "Shift":
672
- return ["ShiftLeft", "ShiftRight"];
673
- case "control":
674
- case "Control":
675
- return ["ControlLeft", "ControlRight"];
676
- case "alt":
677
- case "Alt":
678
- return ["AltLeft", "AltRight"];
679
- }
680
- return null;
681
- }
682
- createInputEvent(args) {
683
- // TODO: technically we would need to check for circular invocations here!
684
- switch (args.type) {
685
- case InputEvents.PointerDown:
686
- if (debug)
687
- showBalloonMessage("Create Pointer down");
688
- this.onDownButton(args.deviceIndex, args.button);
689
- this.onDown(args);
690
- break;
691
- case InputEvents.PointerMove:
692
- if (debug)
693
- showBalloonMessage("Create Pointer move");
694
- this.onMove(args);
695
- break;
696
- case InputEvents.PointerUp:
697
- if (debug)
698
- showBalloonMessage("Create Pointer up");
699
- this.onUp(args);
700
- this.onReleaseButton(args.deviceIndex, args.button);
701
- break;
702
- }
703
- }
704
- convertScreenspaceToRaycastSpace(vec2) {
705
- vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
706
- vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
707
- return vec2;
708
- }
709
- /** @internal */
710
- constructor(context) {
711
- this.context = context;
712
- this.context.post_render_callbacks.push(this.onEndOfFrame);
713
- }
714
- /** this is the html element we subscribed to for events */
715
- _htmlEventSource;
716
- bindEvents() {
717
- this.unbindEvents();
718
- // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
719
- // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
720
- this._htmlEventSource = this.context.renderer.domElement;
721
- window.addEventListener('contextmenu', this.onContextMenu);
722
- this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
723
- window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
724
- window.addEventListener('pointerup', this.onPointerUp, { passive: true });
725
- window.addEventListener('pointercancel', this.onPointerCancel, { passive: true });
726
- window.addEventListener("touchstart", this.onTouchStart, { passive: true });
727
- window.addEventListener("touchmove", this.onTouchMove, { passive: true });
728
- window.addEventListener("touchend", this.onTouchEnd, { passive: true });
729
- this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
730
- window.addEventListener("wheel", this.onWheelWindow, { passive: true });
731
- window.addEventListener("keydown", this.onKeyDown, false);
732
- window.addEventListener("keypress", this.onKeyPressed, false);
733
- window.addEventListener("keyup", this.onKeyUp, false);
734
- // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
735
- window.addEventListener('blur', this.onLostFocus);
736
- }
737
- unbindEvents() {
738
- for (const key in this._eventListeners) {
739
- this._eventListeners[key].length = 0; // clear all listeners for this event
740
- }
741
- window.removeEventListener('contextmenu', this.onContextMenu);
742
- this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
743
- window.removeEventListener('pointermove', this.onPointerMove);
744
- window.removeEventListener('pointerup', this.onPointerUp);
745
- window.removeEventListener('pointercancel', this.onPointerCancel);
746
- window.removeEventListener("touchstart", this.onTouchStart);
747
- window.removeEventListener("touchmove", this.onTouchMove);
748
- window.removeEventListener("touchend", this.onTouchEnd);
749
- this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
750
- window.removeEventListener("wheel", this.onWheelWindow, false);
751
- window.removeEventListener("keydown", this.onKeyDown, false);
752
- window.removeEventListener("keypress", this.onKeyPressed, false);
753
- window.removeEventListener("keyup", this.onKeyUp, false);
754
- window.removeEventListener('blur', this.onLostFocus);
755
- }
756
- dispose() {
757
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
758
- if (index >= 0)
759
- this.context.post_render_callbacks.splice(index, 1);
760
- this.unbindEvents();
761
- }
762
- onLostFocus = () => {
763
- for (const kp in this.keysPressed) {
764
- this.keysPressed[kp].pressed = false;
765
- }
766
- };
767
- _receivedPointerMoveEventsThisFrame = new Array;
768
- onEndOfFrame = () => {
769
- this._receivedPointerMoveEventsThisFrame.length = 0;
770
- for (let i = 0; i < this._pointerUp.length; i++)
771
- this._pointerUp[i] = false;
772
- for (let i = 0; i < this._pointerDown.length; i++)
773
- this._pointerDown[i] = false;
774
- for (let i = 0; i < this._pointerClick.length; i++)
775
- this._pointerClick[i] = false;
776
- for (let i = 0; i < this._pointerDoubleClick.length; i++)
777
- this._pointerDoubleClick[i] = false;
778
- for (const pt of this._pointerPositionsDelta)
779
- pt.set(0, 0);
780
- for (let i = 0; i < this._mouseWheelChanged.length; i++)
781
- this._mouseWheelChanged[i] = false;
782
- for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
783
- this._mouseWheelDeltaY[i] = 0;
784
- };
785
- canReceiveInput(evt) {
786
- // If the user has HTML objects ontop of the canvas
787
- // if(evt.target === this.context.renderer.domElement) return true;
788
- // const css = window.getComputedStyle(evt.target as HTMLElement);
789
- // if(css.pointerEvents === "all") return false;
790
- // We only check the target elements here since the canvas may be overlapped by other elements
791
- // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
792
- if (evt.target === this.context.renderer?.domElement)
793
- return true;
794
- if (evt.target === this.context.domElement)
795
- return true;
796
- // if we are in AR we always want to receive touches because the canvas is the whole screen.
797
- // See https://linear.app/needle/issue/NE-4345
798
- if (this.context.isInAR) {
799
- return true;
800
- }
801
- // looks like in Mozilla WebXR viewer the target element is the body
802
- if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR())
803
- return true;
804
- if (debug)
805
- console.warn("CanReceiveInput:False for", evt.target);
806
- return false;
807
- }
808
- onContextMenu = (evt) => {
809
- if (this.canReceiveInput(evt) === false)
810
- return;
811
- if (evt instanceof PointerEvent) {
812
- // for longpress on touch there might open a context menu
813
- // in which case we set the pointer pressed back to false (resetting the pressed pointer)
814
- // we need to emit a pointer up event here as well
815
- if (evt.pointerType === "touch") {
816
- // for (const index in this._pointerPressed) {
817
- // if (this._pointerTypes[index] === PointerType.Touch) {
818
- // // this._pointerPressed[index] = false;
819
- // // this throws orbit controls?
820
- // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
821
- // // this.onUp(ne);
822
- // }
823
- // }
824
- }
825
- }
826
- };
827
- keysPressed = {};
828
- onKeyDown = (evt) => {
829
- if (debug)
830
- console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
831
- if (!this.context.application.hasFocus)
832
- return;
833
- const ex = this.keysPressed[evt.code];
834
- if (ex && ex.pressed)
835
- return;
836
- this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
837
- const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
838
- this.onDispatchEvent(ne);
839
- };
840
- onKeyPressed = (evt) => {
841
- if (!this.context.application.hasFocus)
842
- return;
843
- const p = this.keysPressed[evt.code];
844
- if (!p)
845
- return;
846
- p.pressed = true;
847
- p.frame = this.context.time.frameCount + 1;
848
- const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
849
- this.onDispatchEvent(ne);
850
- };
851
- onKeyUp = (evt) => {
852
- if (!this.context.application.hasFocus)
853
- return;
854
- const p = this.keysPressed[evt.code];
855
- if (!p)
856
- return;
857
- p.pressed = false;
858
- p.frame = this.context.time.frameCount + 1;
859
- const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
860
- this.onDispatchEvent(ne);
861
- };
862
- onWheelWindow = (evt) => {
863
- // check if we are in pointer lock mode
864
- if (document.pointerLockElement) {
865
- // only if yes we want to use the mouse wheel as a pointer event
866
- this.onMouseWheel(evt);
867
- }
868
- };
869
- onMouseWheel = (evt) => {
870
- if (this.canReceiveInput(evt) === false)
871
- return;
872
- if (this._mouseWheelDeltaY.length <= 0)
873
- this._mouseWheelDeltaY.push(0);
874
- if (this._mouseWheelChanged.length <= 0)
875
- this._mouseWheelChanged.push(false);
876
- this._mouseWheelChanged[0] = true;
877
- const current = this._mouseWheelDeltaY[0];
878
- this._mouseWheelDeltaY[0] = current + evt.deltaY;
879
- };
880
- onPointerDown = (evt) => {
881
- if (this.context.isInAR)
882
- return;
883
- if (this.canReceiveInput(evt) === false)
884
- return;
885
- if (evt.target instanceof HTMLElement) {
886
- evt.target.setPointerCapture(evt.pointerId);
887
- }
888
- const id = this.getPointerId(evt);
889
- if (debug)
890
- showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
891
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
892
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
893
- this.onDown(ne);
894
- };
895
- onPointerMove = (evt) => {
896
- if (this.context.isInAR)
897
- return;
898
- // Prevent multiple pointerMove events per frame
899
- if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId))
900
- return;
901
- this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
902
- // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
903
- // if (this.canReceiveInput(evt) === false) return;
904
- let button = evt.button;
905
- if (evt.pointerType === "mouse") {
906
- const pressedButton = this.getFirstPressedButtonForPointer(0);
907
- button = pressedButton ?? 0;
908
- }
909
- const id = this.getPointerId(evt, button);
910
- if (button === -1) {
911
- button = id;
912
- }
913
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
914
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
915
- this.onMove(ne);
916
- };
917
- onPointerCancel = (evt) => {
918
- if (this.context.isInAR)
919
- return;
920
- if (debug)
921
- console.log("Pointer cancel", evt);
922
- // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
923
- this.onPointerUp(evt);
924
- };
925
- onPointerUp = (evt) => {
926
- if (this.context.isInAR)
927
- return;
928
- if (evt.target instanceof HTMLElement) {
929
- evt.target.releasePointerCapture(evt.pointerId);
930
- }
931
- // the pointer up event should always be handled
932
- // if (this.canReceiveInput(evt) === false) return;
933
- const id = this.getPointerId(evt);
934
- // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
935
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
936
- this.onUp(ne);
937
- this._pointerIds[id] = -1;
938
- if (debug)
939
- console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
940
- };
941
- getPointerId(evt, button) {
942
- if (evt.pointerType === "mouse")
943
- return 0 + (button ?? evt.button);
944
- return this.getPointerIndex(evt.pointerId);
945
- }
946
- getButtonName(evt) {
947
- const button = evt.button;
948
- if (evt.pointerType === "mouse") {
949
- switch (button) {
950
- case 0: return "left";
951
- case 1: return "middle";
952
- case 2: return "right";
953
- }
954
- }
955
- return "unknown";
956
- }
957
- // the touch events are currently only used for AR support on android
958
- onTouchStart = (evt) => {
959
- if (!this.context.isInAR)
960
- return;
961
- for (let i = 0; i < evt.changedTouches.length; i++) {
962
- const touch = evt.changedTouches[i];
963
- const id = this.getPointerIndex(touch.identifier);
964
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
965
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
966
- this.onDown(ne);
967
- }
968
- ;
969
- };
970
- onTouchMove = (evt) => {
971
- if (!this.context.isInAR)
972
- return;
973
- for (let i = 0; i < evt.changedTouches.length; i++) {
974
- const touch = evt.changedTouches[i];
975
- const id = this.getPointerIndex(touch.identifier);
976
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
977
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
978
- this.onMove(ne);
979
- }
980
- ;
981
- };
982
- onTouchEnd = (evt) => {
983
- if (!this.context.isInAR)
984
- return;
985
- for (let i = 0; i < evt.changedTouches.length; i++) {
986
- const touch = evt.changedTouches[i];
987
- const id = this.getPointerIndex(touch.identifier);
988
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
989
- this.onUp(ne);
990
- this._pointerIds[id] = -1;
991
- }
992
- ;
993
- };
994
- tempNearPlaneVector = new Vector3();
995
- tempFarPlaneVector = new Vector3();
996
- tempLookMatrix = new Matrix4();
997
- getAndUpdateSpatialObjectForScreenPosition(id, screenX, screenY) {
998
- let space = this._pointerSpace[id];
999
- if (!space) {
1000
- space = new Object3D();
1001
- this._pointerSpace[id] = space;
1002
- }
1003
- this._pointerSpace[id] = space;
1004
- const camera = this.context.mainCamera;
1005
- if (camera) {
1006
- const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1007
- this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1008
- const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1009
- pointOnNearPlane.unproject(camera);
1010
- pointOnFarPlane.unproject(camera);
1011
- const worldUp = camera.worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera));
1012
- this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1013
- space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1014
- space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1015
- }
1016
- return space;
1017
- }
1018
- // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1019
- // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1020
- // while (arr.length <= index) arr.push(-1);
1021
- // if (timestamp === arr[index]) return false;
1022
- // arr[index] = timestamp;
1023
- // return true;
1024
- // }
1025
- isInRect(e) {
1026
- if (this.context.isInXR)
1027
- return true;
1028
- const rect = this.context.domElement.getBoundingClientRect();
1029
- const px = e.clientX;
1030
- const py = e.clientY;
1031
- const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1032
- if (debug && !isInRect)
1033
- console.log("Not in rect", rect, px, py);
1034
- return isInRect;
1035
- }
1036
- onDown(evt) {
1037
- const index = evt.pointerId;
1038
- if (this.getPointerPressed(index)) {
1039
- console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1040
- }
1041
- if (debug)
1042
- console.log(evt.pointerType, "DOWN", index);
1043
- if (!this.isInRect(evt))
1044
- return;
1045
- // if (this.isMouseEventFromTouch(evt)) return;
1046
- this.setPointerState(index, this._pointerPressed, true);
1047
- this.setPointerState(index, this._pointerDown, true);
1048
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1049
- while (index >= this._pointerTypes.length)
1050
- this._pointerTypes.push(evt.pointerType);
1051
- this._pointerTypes[index] = evt.pointerType;
1052
- while (index >= this._pointerPositionDown.length)
1053
- this._pointerPositionDown.push(new Vector3());
1054
- this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1055
- while (index >= this._pointerPositions.length)
1056
- this._pointerPositions.push(new Vector2());
1057
- this._pointerPositions[index].set(evt.clientX, evt.clientY);
1058
- if (index >= this._pointerDownTime.length)
1059
- this._pointerDownTime.push(0);
1060
- this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1061
- this.updatePointerPosition(evt);
1062
- this._pointerEventsPressed.push(evt);
1063
- this.onDispatchEvent(evt);
1064
- }
1065
- // moveEvent?: Event;
1066
- onMove(evt) {
1067
- const index = evt.pointerId;
1068
- const isDown = this.getPointerPressed(index);
1069
- if (isDown === false && !this.isInRect(evt))
1070
- return;
1071
- if (evt.pointerType === PointerType.Touch && !isDown)
1072
- return;
1073
- // if (this.isMouseEventFromTouch(evt)) return;
1074
- // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1075
- this.updatePointerPosition(evt);
1076
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1077
- this.onDispatchEvent(evt);
1078
- }
1079
- onUp(evt) {
1080
- const index = evt.pointerId;
1081
- const wasDown = this.getPointerPressed(index);
1082
- if (!wasDown) {
1083
- if (debug)
1084
- console.log(evt.pointerType, "UP", index, "was not down");
1085
- return;
1086
- }
1087
- // if (this.isMouseEventFromTouch(evt)) return;
1088
- if (debug)
1089
- console.log(evt.pointerType, "UP", index);
1090
- this.setPointerState(index, this._pointerPressed, false);
1091
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1092
- this.setPointerState(index, this._pointerUp, true);
1093
- this.updatePointerPosition(evt);
1094
- for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1095
- const ptr = this._pointerEventsPressed[i];
1096
- if (ptr.pointerId === index) {
1097
- this._pointerEventsPressed.splice(i, 1);
1098
- break;
1099
- }
1100
- }
1101
- if (!this._pointerPositionDown[index]) {
1102
- if (debug)
1103
- showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1104
- console.warn("Received pointer up event without matching down event for button: " + index);
1105
- return;
1106
- }
1107
- const lastUpTime = this._pointerUpTime[index];
1108
- const downTime = this._pointerDownTime[index];
1109
- const upTime = this.context.time.realtimeSinceStartup;
1110
- const dt = upTime - downTime;
1111
- if (index >= this._pointerUpTime.length)
1112
- this._pointerUpTime.push(-99);
1113
- this._pointerUpTime[index] = upTime;
1114
- // If the time from down to up is less than 1 second check if it was a click
1115
- if (dt < 1) {
1116
- let dx = evt.clientX - this._pointerPositionDown[index].x;
1117
- let dy = evt.clientY - this._pointerPositionDown[index].y;
1118
- let dz = 0;
1119
- if (evt.isSpatial && evt.clientZ != undefined) {
1120
- dz = evt.clientZ - this._pointerPositionDown[index].z;
1121
- // spatial clicks remapping
1122
- dx *= 200;
1123
- dy *= 200;
1124
- dz *= 200;
1125
- }
1126
- if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1127
- this.setPointerState(index, this._pointerClick, true);
1128
- evt.isClick = true;
1129
- // handle double click
1130
- const dt = upTime - lastUpTime;
1131
- if (debug)
1132
- console.log("CLICK", index, dx, dy, dz, dt);
1133
- if (dt < this._doubleClickTimeThreshold && dt > 0) {
1134
- this.setPointerState(index, this._pointerDoubleClick, true);
1135
- evt.isDoubleClick = true;
1136
- }
1137
- }
1138
- }
1139
- this.onDispatchEvent(evt);
1140
- }
1141
- updatePointerPosition(evt) {
1142
- const index = evt.pointerId;
1143
- while (index >= this._pointerPositions.length)
1144
- this._pointerPositions.push(new Vector2());
1145
- while (index >= this._pointerPositionsLastFrame.length)
1146
- this._pointerPositionsLastFrame.push(new Vector2());
1147
- while (index >= this._pointerPositionsDelta.length)
1148
- this._pointerPositionsDelta.push(new Vector2());
1149
- const lf = this._pointerPositionsLastFrame[index];
1150
- lf.copy(this._pointerPositions[index]);
1151
- // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1152
- const delta = this._pointerPositionsDelta[index];
1153
- let dx = evt.clientX - lf.x;
1154
- let dy = evt.clientY - lf.y;
1155
- // if pointer is locked, clientX and Y are not changed, but Movement is.
1156
- if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1157
- const source = evt.source;
1158
- if (dx === 0 && source.movementX !== 0)
1159
- dx = source.movementX || 0;
1160
- if (dy === 0 && source.movementY !== 0)
1161
- dy = source.movementY || 0;
1162
- }
1163
- delta.x += dx;
1164
- delta.y += dy;
1165
- this._pointerPositions[index].x = evt.clientX;
1166
- this._pointerPositions[index].y = evt.clientY;
1167
- // we want to have the position 01 on the canvas for raycasting
1168
- const px = evt.clientX;
1169
- const py = evt.clientY;
1170
- while (index >= this._pointerPositionsRC.length)
1171
- this._pointerPositionsRC.push(new Vector2());
1172
- const rc = this._pointerPositionsRC[index];
1173
- rc.set(px, py);
1174
- this.convertScreenspaceToRaycastSpace(rc);
1175
- // console.log(this.context.alias, rc);
1176
- // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1177
- // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1178
- // console.log(evt.button)
1179
- }
1180
- /** get the next free id */
1181
- getPointerIndex(pointerId) {
1182
- // test if theres a pointer with the id
1183
- let firstFreeIndex = -1;
1184
- for (let i = 0; i < this._pointerIds.length; i++) {
1185
- if (this._pointerIds[i] === pointerId)
1186
- return i;
1187
- else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1188
- firstFreeIndex = i;
1189
- }
1190
- }
1191
- // if not take the free slot if any
1192
- if (firstFreeIndex !== -1) {
1193
- this._pointerIds[firstFreeIndex] = pointerId;
1194
- return firstFreeIndex;
1195
- }
1196
- if (debug)
1197
- console.log("PUSH pointerId:", pointerId);
1198
- this._pointerIds.push(pointerId);
1199
- return this._pointerIds.length - 1;
1200
- }
1201
- setPointerState(index, arr, value) {
1202
- arr[index] = value;
1203
- }
1204
- setPointerStateT(index, arr, value) {
1205
- // while (arr.length <= index) arr.push(null as any);
1206
- arr[index] = value;
1207
- return value;
1208
- }
1209
- onDispatchEvent(evt) {
1210
- const prevContext = Context.Current;
1211
- try {
1212
- Context.Current = this.context;
1213
- this.dispatchEvent(evt);
1214
- }
1215
- finally {
1216
- Context.Current = prevContext;
1217
- }
1218
- }
1219
- }
1220
- // KEY_1 = 49,
1221
- // KEY_2 = 50,
1222
- // KEY_3 = 51,
1223
- // KEY_4 = 52,
1224
- // KEY_5 = 53,
1225
- // KEY_6 = 54,
1226
- // KEY_7 = 55,
1227
- // KEY_8 = 56,
1228
- // KEY_9 = 57,
1229
- // KEY_A = 65,
1230
- // KEY_B = 66,
1231
- // KEY_C = 67,
1232
- // KEY_D = "d",
1233
- // KEY_E = 69,
1234
- // KEY_F = 70,
1235
- // KEY_G = 71,
1236
- // KEY_H = 72,
1237
- // KEY_I = 73,
1238
- // KEY_J = 74,
1239
- // KEY_K = 75,
1240
- // KEY_L = 76,
1241
- // KEY_M = 77,
1242
- // KEY_N = 78,
1243
- // KEY_O = 79,
1244
- // KEY_P = 80,
1245
- // KEY_Q = 81,
1246
- // KEY_R = 82,
1247
- // KEY_S = 83,
1248
- // KEY_T = 84,
1249
- // KEY_U = 85,
1250
- // KEY_V = 86,
1251
- // KEY_W = 87,
1252
- // KEY_X = 88,
1253
- // KEY_Y = 89,
1254
- // KEY_Z = 90,
1255
- // LEFT_META = 91,
1256
- // RIGHT_META = 92,
1257
- // SELECT = 93,
1258
- // NUMPAD_0 = 96,
1259
- // NUMPAD_1 = 97,
1260
- // NUMPAD_2 = 98,
1261
- // NUMPAD_3 = 99,
1262
- // NUMPAD_4 = 100,
1263
- // NUMPAD_5 = 101,
1264
- // NUMPAD_6 = 102,
1265
- // NUMPAD_7 = 103,
1266
- // NUMPAD_8 = 104,
1267
- // NUMPAD_9 = 105,
1268
- // MULTIPLY = 106,
1269
- // ADD = 107,
1270
- // SUBTRACT = 109,
1271
- // DECIMAL = 110,
1272
- // DIVIDE = 111,
1273
- // F1 = 112,
1274
- // F2 = 113,
1275
- // F3 = 114,
1276
- // F4 = 115,
1277
- // F5 = 116,
1278
- // F6 = 117,
1279
- // F7 = 118,
1280
- // F8 = 119,
1281
- // F9 = 120,
1282
- // F10 = 121,
1283
- // F11 = 122,
1284
- // F12 = 123,
1285
- // NUM_LOCK = 144,
1286
- // SCROLL_LOCK = 145,
1287
- // SEMICOLON = 186,
1288
- // EQUALS = 187,
1289
- // COMMA = 188,
1290
- // DASH = 189,
1291
- // PERIOD = 190,
1292
- // FORWARD_SLASH = 191,
1293
- // GRAVE_ACCENT = 192,
1294
- // OPEN_BRACKET = 219,
1295
- // BACK_SLASH = 220,
1296
- // CLOSE_BRACKET = 221,
1297
- // SINGLE_QUOTE = 222
1
+ import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
+ import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
+ import { Context } from './engine_setup.js';
4
+ import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
5
+ import { DeviceUtilities, getParam } from './engine_utils.js';
6
+ const debug = getParam("debuginput");
7
+ export var PointerType;
8
+ (function (PointerType) {
9
+ PointerType["Mouse"] = "mouse";
10
+ PointerType["Touch"] = "touch";
11
+ PointerType["Controller"] = "controller";
12
+ PointerType["Hand"] = "hand";
13
+ })(PointerType || (PointerType = {}));
14
+ var PointerEnumType;
15
+ (function (PointerEnumType) {
16
+ PointerEnumType["PointerDown"] = "pointerdown";
17
+ PointerEnumType["PointerUp"] = "pointerup";
18
+ PointerEnumType["PointerMove"] = "pointermove";
19
+ })(PointerEnumType || (PointerEnumType = {}));
20
+ var KeyboardEnumType;
21
+ (function (KeyboardEnumType) {
22
+ KeyboardEnumType["KeyDown"] = "keydown";
23
+ KeyboardEnumType["KeyUp"] = "keyup";
24
+ KeyboardEnumType["KeyPressed"] = "keypress";
25
+ })(KeyboardEnumType || (KeyboardEnumType = {}));
26
+ export var InputEvents;
27
+ (function (InputEvents) {
28
+ InputEvents["PointerDown"] = "pointerdown";
29
+ InputEvents["PointerUp"] = "pointerup";
30
+ InputEvents["PointerMove"] = "pointermove";
31
+ InputEvents["KeyDown"] = "keydown";
32
+ InputEvents["KeyUp"] = "keyup";
33
+ InputEvents["KeyPressed"] = "keypress";
34
+ })(InputEvents || (InputEvents = {}));
35
+ /**
36
+ * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
37
+ */
38
+ export class NEPointerEvent extends PointerEvent {
39
+ /**
40
+ * Spatial input data
41
+ */
42
+ clientZ;
43
+ /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
44
+ deviceIndex;
45
+ /** The origin of the event contains a reference to the creator of this event.
46
+ * This can be the Needle Engine input system or e.g. a XR controller.
47
+ * Implement `onPointerHits` to receive the intersections of this event.
48
+ */
49
+ origin;
50
+ /** the browser event that triggered this event (if any) */
51
+ source;
52
+ /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
53
+ mode;
54
+ /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
55
+ get isSpatial() {
56
+ return this.mode != "screen";
57
+ }
58
+ /** A ray in worldspace for the event.
59
+ * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
60
+ get ray() {
61
+ if (!this._ray) {
62
+ this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
63
+ }
64
+ return this._ray;
65
+ }
66
+ set ray(value) { this._ray = value; }
67
+ /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
68
+ get hasRay() { return this._ray !== undefined; }
69
+ _ray;
70
+ /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
71
+ * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
72
+ */
73
+ space;
74
+ /** true if this event is a click */
75
+ isClick = false;
76
+ /** true if this event is a double click */
77
+ isDoubleClick = false;
78
+ /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
79
+ get used() { return this._used; }
80
+ _used = false;
81
+ /** Call to mark an event to be used */
82
+ use() {
83
+ this._used = true;
84
+ }
85
+ /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
86
+ get pointerId() { return this._pointerid; }
87
+ _pointerid;
88
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
89
+ /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
90
+ get pointerType() { return this._pointerType; }
91
+ _pointerType;
92
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
93
+ /** The input that raised this event like `pointerdown` */
94
+ get type() { return this._type; }
95
+ _type;
96
+ /** metadata can be used to associate additional information with the event */
97
+ metadata = {};
98
+ /** intersections that were generated from this event (or are associated with this event in any way) */
99
+ intersections = new Array();
100
+ constructor(type, source, init) {
101
+ super(type, init);
102
+ this.clientZ = init.clientZ;
103
+ // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
104
+ // so we have to be careful if we override properties - we then also need to set them in the constructor
105
+ this._pointerid = init.pointerId;
106
+ this._pointerType = init.pointerType;
107
+ this._type = type;
108
+ this.deviceIndex = init.deviceIndex;
109
+ this.origin = init.origin;
110
+ this.source = source;
111
+ this.mode = init.mode;
112
+ this._ray = init.ray;
113
+ this.space = init.device;
114
+ }
115
+ _immediatePropagationStopped = false;
116
+ get immediatePropagationStopped() {
117
+ return this._immediatePropagationStopped;
118
+ }
119
+ _propagationStopped = false;
120
+ get propagationStopped() {
121
+ return this._immediatePropagationStopped || this._propagationStopped;
122
+ }
123
+ stopImmediatePropagation() {
124
+ this._immediatePropagationStopped = true;
125
+ super.stopImmediatePropagation();
126
+ this.source?.stopImmediatePropagation();
127
+ }
128
+ stopPropagation() {
129
+ this._propagationStopped = true;
130
+ super.stopPropagation();
131
+ this.source?.stopPropagation();
132
+ if (debug)
133
+ console.warn("Stop propagation...", this.pointerId, this.pointerType);
134
+ }
135
+ }
136
+ export class NEKeyboardEvent extends KeyboardEvent {
137
+ source;
138
+ constructor(type, source, init) {
139
+ super(type, init);
140
+ this.source = source;
141
+ }
142
+ stopImmediatePropagation() {
143
+ super.stopImmediatePropagation();
144
+ this.source?.stopImmediatePropagation();
145
+ }
146
+ }
147
+ export class KeyEventArgs {
148
+ key;
149
+ keyType;
150
+ source;
151
+ constructor(evt) {
152
+ this.key = evt.key;
153
+ this.keyType = evt.type;
154
+ this.source = evt;
155
+ }
156
+ }
157
+ export var InputEventQueue;
158
+ (function (InputEventQueue) {
159
+ InputEventQueue[InputEventQueue["Early"] = -100] = "Early";
160
+ InputEventQueue[InputEventQueue["Default"] = 0] = "Default";
161
+ InputEventQueue[InputEventQueue["Late"] = 100] = "Late";
162
+ })(InputEventQueue || (InputEventQueue = {}));
163
+ /**
164
+ * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
165
+ */
166
+ export class Input {
167
+ /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
168
+ * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
169
+ * Listeners per event are sorted
170
+ */
171
+ _eventListeners = {};
172
+ addEventListener(type, callback, options) {
173
+ if (!this._eventListeners[type])
174
+ this._eventListeners[type] = [];
175
+ if (!callback || typeof callback !== "function") {
176
+ console.error("Invalid call to addEventListener: callback is required and must be a function!");
177
+ return;
178
+ }
179
+ if (!options)
180
+ options = {};
181
+ // create a copy of the options object to avoid the original object being modified
182
+ else
183
+ options = { ...options };
184
+ let queue = 0;
185
+ if (options?.queue != undefined)
186
+ queue = options.queue;
187
+ const listeners = this._eventListeners[type];
188
+ const queueListeners = listeners.find(l => l.priority === queue);
189
+ if (!queueListeners) {
190
+ listeners.push({ priority: queue, listeners: [{ callback, options }] });
191
+ // ensure we sort the listeners by priority
192
+ listeners.sort((a, b) => a.priority - b.priority);
193
+ }
194
+ else {
195
+ queueListeners.listeners.push({ callback, options });
196
+ }
197
+ }
198
+ removeEventListener(type, callback, options) {
199
+ if (!this._eventListeners[type])
200
+ return;
201
+ if (!callback)
202
+ return;
203
+ const listeners = this._eventListeners[type];
204
+ // if a specific queue is requested the callback should only be removed from that queue
205
+ if (options?.queue != undefined) {
206
+ const queueListeners = listeners.find(l => l.priority === options.queue);
207
+ if (!queueListeners)
208
+ return;
209
+ const index = queueListeners.listeners.findIndex(l => l.callback === callback);
210
+ if (index >= 0)
211
+ queueListeners.listeners.splice(index, 1);
212
+ }
213
+ // if no queue is requested the callback will be removed from all queues
214
+ else {
215
+ for (const l of listeners) {
216
+ const index = l.listeners.findIndex(l => l.callback === callback);
217
+ if (index >= 0)
218
+ l.listeners.splice(index, 1);
219
+ }
220
+ }
221
+ }
222
+ dispatchEvent(evt) {
223
+ /** True when the next event queue should not be invoked */
224
+ let preventNextEventQueue = false;
225
+ // Handle keyboard event
226
+ if (evt instanceof NEKeyboardEvent) {
227
+ const listeners = this._eventListeners[evt.type];
228
+ if (listeners) {
229
+ for (const queue of listeners) {
230
+ for (let i = 0; i < queue.listeners.length; i++) {
231
+ const entry = queue.listeners[i];
232
+ // if the abort signal is aborted we remove the listener and will not invoke it
233
+ if (entry.options?.signal?.aborted) {
234
+ queue.listeners.splice(i, 1);
235
+ i--;
236
+ continue;
237
+ }
238
+ // if the event should only be invoked once then we remove the listener before invoking it
239
+ if (entry.options.once) {
240
+ queue.listeners.splice(i, 1);
241
+ i--;
242
+ }
243
+ entry.callback(evt);
244
+ }
245
+ }
246
+ }
247
+ }
248
+ // Hnadle pointer event
249
+ if (evt instanceof NEPointerEvent) {
250
+ const listeners = this._eventListeners[evt.type];
251
+ if (listeners) {
252
+ for (const queue of listeners) {
253
+ if (preventNextEventQueue)
254
+ break;
255
+ for (let i = 0; i < queue.listeners.length; i++) {
256
+ const entry = queue.listeners[i];
257
+ // if the abort signal is aborted we remove the listener and will not invoke it
258
+ if (entry.options?.signal?.aborted) {
259
+ queue.listeners.splice(i, 1);
260
+ i--;
261
+ continue;
262
+ }
263
+ // if immediatePropagationStopped is true we stop propagation altogether
264
+ if (evt.immediatePropagationStopped) {
265
+ preventNextEventQueue = true;
266
+ if (debug)
267
+ console.log("immediatePropagationStopped", evt.type);
268
+ break;
269
+ }
270
+ // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
271
+ else if (evt.propagationStopped) {
272
+ preventNextEventQueue = true;
273
+ if (debug)
274
+ console.log("propagationStopped", evt.type);
275
+ // we do not break here but continue invoking the listeners in the queue
276
+ }
277
+ // if the event should only be invoked once then we remove the listener before invoking it
278
+ if (entry.options.once) {
279
+ queue.listeners.splice(i, 1);
280
+ i--;
281
+ }
282
+ entry.callback(evt);
283
+ }
284
+ }
285
+ }
286
+ }
287
+ }
288
+ _doubleClickTimeThreshold = .2;
289
+ _longPressTimeThreshold = 1;
290
+ get mousePosition() { return this._pointerPositions[0]; }
291
+ ;
292
+ get mousePositionRC() { return this._pointerPositionsRC[0]; }
293
+ get mouseDown() { return this._pointerDown[0]; }
294
+ get mouseUp() { return this._pointerUp[0]; }
295
+ /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
296
+ get mouseClick() { return this._pointerClick[0]; }
297
+ /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
298
+ get mouseDoubleClick() { return this._pointerDoubleClick[0]; }
299
+ get mousePressed() { return this._pointerPressed[0]; }
300
+ get mouseWheelChanged() { return this.getMouseWheelChanged(0); }
301
+ /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
302
+ get click() { return this._pointerClick[0]; }
303
+ /** Was a double click detected for the primary pointer? */
304
+ get doubleClick() { return this._pointerDoubleClick[0]; }
305
+ /**
306
+ * Get a connected Gamepad
307
+ * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
308
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
309
+ * @returns The gamepad or null if no gamepad is connected
310
+ */
311
+ getGamepad(index = 0) {
312
+ if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
313
+ return navigator.getGamepads()[index] || null;
314
+ }
315
+ return null;
316
+ }
317
+ _setCursorTypes = [];
318
+ /** @deprecated use setCursor("pointer") */
319
+ setCursorPointer() {
320
+ this.setCursor("pointer");
321
+ }
322
+ /** @deprecated use unsetCursor() */
323
+ setCursorNormal() {
324
+ this.unsetCursor("pointer");
325
+ }
326
+ /**
327
+ * Set a custom cursor. This will set the cursor type until unsetCursor is called
328
+ */
329
+ setCursor(type) {
330
+ this._setCursorTypes.push(type);
331
+ if (this._setCursorTypes.length > 10) {
332
+ this._setCursorTypes.shift();
333
+ }
334
+ this.updateCursor();
335
+ }
336
+ /**
337
+ * Unset a custom cursor. This will set the cursor type to the previous type or default
338
+ */
339
+ unsetCursor(type) {
340
+ for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
341
+ if (this._setCursorTypes[i] === type) {
342
+ this._setCursorTypes.splice(i, 1);
343
+ this.updateCursor();
344
+ break;
345
+ }
346
+ }
347
+ }
348
+ updateCursor() {
349
+ if (this._setCursorTypes?.length == 0)
350
+ this.context.domElement.style.cursor = "default";
351
+ else
352
+ this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
353
+ }
354
+ /**
355
+ * Check if a pointer id is currently used.
356
+ */
357
+ getIsPointerIdInUse(pointerId) {
358
+ for (const evt of this._pointerEventsPressed) {
359
+ if (evt.pointerId === pointerId) {
360
+ if (evt.used)
361
+ return true;
362
+ }
363
+ }
364
+ return false;
365
+ }
366
+ /** how many pointers are currently pressed */
367
+ getPointerPressedCount() {
368
+ let count = 0;
369
+ for (let i = 0; i < this._pointerPressed.length; i++) {
370
+ if (this._pointerPressed[i]) {
371
+ count++;
372
+ }
373
+ }
374
+ return count;
375
+ }
376
+ /**
377
+ * Gets the position of the given pointer index in pixel
378
+ * @param i The pointer index
379
+ * @returns The position of the pointer in pixel
380
+ */
381
+ getPointerPosition(i) {
382
+ if (i >= this._pointerPositions.length)
383
+ return null;
384
+ return this._pointerPositions[i];
385
+ }
386
+ getPointerPositionLastFrame(i) {
387
+ if (i >= this._pointerPositionsLastFrame.length)
388
+ return null;
389
+ return this._pointerPositionsLastFrame[i];
390
+ }
391
+ getPointerPositionDelta(i) {
392
+ if (i >= this._pointerPositionsDelta.length)
393
+ return null;
394
+ return this._pointerPositionsDelta[i];
395
+ }
396
+ /**
397
+ * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
398
+ * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
399
+ */
400
+ getPointerPositionRC(i) {
401
+ if (i >= this._pointerPositionsRC.length)
402
+ return null;
403
+ return this._pointerPositionsRC[i];
404
+ }
405
+ getPointerDown(i) {
406
+ if (i >= this._pointerDown.length)
407
+ return false;
408
+ return this._pointerDown[i];
409
+ }
410
+ getPointerUp(i) {
411
+ if (i >= this._pointerUp.length)
412
+ return false;
413
+ return this._pointerUp[i];
414
+ }
415
+ getPointerPressed(i) {
416
+ if (i >= this._pointerPressed.length)
417
+ return false;
418
+ const res = this._pointerPressed[i];
419
+ // if (i === 0) console.log(...this._pointerIds);
420
+ return res;
421
+ }
422
+ getPointerClicked(i) {
423
+ if (i >= this._pointerClick.length)
424
+ return false;
425
+ return this._pointerClick[i];
426
+ }
427
+ getPointerDoubleClicked(i) {
428
+ if (i >= this._pointerDoubleClick.length)
429
+ return false;
430
+ return this._pointerDoubleClick[i];
431
+ }
432
+ getPointerDownTime(i) {
433
+ if (i >= this._pointerDownTime.length)
434
+ return -1;
435
+ return this._pointerDownTime[i];
436
+ }
437
+ getPointerUpTime(i) {
438
+ if (i >= this._pointerUpTime.length)
439
+ return -1;
440
+ return this._pointerUpTime[i];
441
+ }
442
+ getPointerLongPress(i) {
443
+ if (i >= this._pointerDownTime.length)
444
+ return false;
445
+ return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
446
+ }
447
+ getIsMouse(i) {
448
+ if (i < 0 || i >= this._pointerTypes.length)
449
+ return false;
450
+ return this._pointerTypes[i] === PointerType.Mouse;
451
+ }
452
+ getIsTouch(i) {
453
+ if (i < 0 || i >= this._pointerTypes.length)
454
+ return false;
455
+ return this._pointerTypes[i] === PointerType.Touch;
456
+ }
457
+ getTouchesPressedCount() {
458
+ let count = 0;
459
+ for (let i = 0; i < this._pointerPressed.length; i++) {
460
+ if (this._pointerPressed[i] && this.getIsTouch(i)) {
461
+ count++;
462
+ }
463
+ }
464
+ return count;
465
+ }
466
+ getMouseWheelChanged(i = 0) {
467
+ if (i >= this._mouseWheelChanged.length)
468
+ return false;
469
+ return this._mouseWheelChanged[i];
470
+ }
471
+ getMouseWheelDeltaY(i = 0) {
472
+ if (i >= this._mouseWheelDeltaY.length)
473
+ return 0;
474
+ return this._mouseWheelDeltaY[i];
475
+ }
476
+ getPointerEvent(i) {
477
+ if (i >= this._pointerEvent.length)
478
+ return undefined;
479
+ return this._pointerEvent[i] ?? undefined;
480
+ }
481
+ *foreachPointerId(pointerType) {
482
+ for (let i = 0; i < this._pointerTypes.length; i++) {
483
+ // check if the pointer is active
484
+ if (this._pointerIsActive(i)) {
485
+ // if specific pointer types are requested
486
+ if (pointerType !== undefined) {
487
+ const type = this._pointerTypes[i];
488
+ if (Array.isArray(pointerType)) {
489
+ let isInArray = false;
490
+ for (const t of pointerType) {
491
+ if (type === t) {
492
+ isInArray = true;
493
+ break;
494
+ }
495
+ }
496
+ if (!isInArray)
497
+ continue;
498
+ }
499
+ else {
500
+ if (pointerType !== type)
501
+ continue;
502
+ }
503
+ }
504
+ yield i;
505
+ }
506
+ }
507
+ }
508
+ *foreachTouchId() {
509
+ for (let i = 0; i < this._pointerTypes.length; i++) {
510
+ const type = this._pointerTypes[i];
511
+ if (type !== PointerType.Touch)
512
+ continue;
513
+ if (this._pointerIsActive[i])
514
+ yield i;
515
+ }
516
+ }
517
+ _pointerIsActive(index) {
518
+ if (index < 0)
519
+ return false;
520
+ return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
521
+ }
522
+ context;
523
+ _pointerDown = [false];
524
+ _pointerUp = [false];
525
+ _pointerClick = [false];
526
+ _pointerDoubleClick = [false];
527
+ _pointerPressed = [false];
528
+ _pointerPositions = [new Vector2()];
529
+ _pointerPositionsLastFrame = [new Vector2()];
530
+ _pointerPositionsDelta = [new Vector2()];
531
+ _pointerPositionsRC = [new Vector2()];
532
+ _pointerPositionDown = [new Vector3()];
533
+ _pointerDownTime = [];
534
+ _pointerUpTime = [];
535
+ _pointerUpTimestamp = [];
536
+ _pointerIds = [];
537
+ _pointerTypes = [""];
538
+ _mouseWheelChanged = [false];
539
+ _mouseWheelDeltaY = [0];
540
+ _pointerEvent = [];
541
+ /** current pressed pointer events. Used to check if any of those events was used */
542
+ _pointerEventsPressed = [];
543
+ /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
544
+ _pointerSpace = [];
545
+ _pressedStack = new Map();
546
+ onDownButton(pointerId, button) {
547
+ let stack = this._pressedStack.get(pointerId);
548
+ if (!stack) {
549
+ stack = [];
550
+ this._pressedStack.set(pointerId, stack);
551
+ }
552
+ stack.push(button);
553
+ }
554
+ onReleaseButton(pointerId, button) {
555
+ const stack = this._pressedStack.get(pointerId);
556
+ if (!stack)
557
+ return;
558
+ const index = stack.indexOf(button);
559
+ if (index >= 0)
560
+ stack.splice(index, 1);
561
+ }
562
+ /** the first button that was down and is currently pressed */
563
+ getFirstPressedButtonForPointer(pointerId) {
564
+ const stack = this._pressedStack.get(pointerId);
565
+ if (!stack)
566
+ return undefined;
567
+ return stack[0];
568
+ }
569
+ /** the last (most recent) button that was down and is currently pressed */
570
+ getLatestPressedButtonForPointer(pointerId) {
571
+ const stack = this._pressedStack.get(pointerId);
572
+ if (!stack)
573
+ return undefined;
574
+ return stack[stack.length - 1];
575
+ }
576
+ getKeyDown(key) {
577
+ // If a key is provided check if it was pressed this frame
578
+ if (key !== undefined) {
579
+ return this.isKeyDown(key);
580
+ }
581
+ // If no key was provided get the first key that was pressed this frame
582
+ for (const key in this.keysPressed) {
583
+ const k = this.keysPressed[key];
584
+ if (k.startFrame === this.context.time.frameCount)
585
+ return k.key;
586
+ }
587
+ return null;
588
+ }
589
+ getKeyPressed(key) {
590
+ if (key !== undefined) {
591
+ return this.isKeyPressed(key);
592
+ }
593
+ for (const key in this.keysPressed) {
594
+ const k = this.keysPressed[key];
595
+ if (k.pressed)
596
+ return k.key;
597
+ }
598
+ return null;
599
+ }
600
+ getKeyUp(key) {
601
+ if (key !== undefined) {
602
+ return this.isKeyUp(key);
603
+ }
604
+ for (const key in this.keysPressed) {
605
+ const k = this.keysPressed[key];
606
+ if (k.pressed === false && k.frame === this.context.time.frameCount)
607
+ return true;
608
+ return false;
609
+ }
610
+ return null;
611
+ }
612
+ isKeyDown(keyCode) {
613
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
614
+ return false;
615
+ const codes = this.getCodeForCommonKeyName(keyCode);
616
+ if (codes !== null) {
617
+ for (const code of codes)
618
+ if (this.isKeyDown(code))
619
+ return true;
620
+ return false;
621
+ }
622
+ const k = this.keysPressed[keyCode];
623
+ if (!k)
624
+ return false;
625
+ return k.startFrame === this.context.time.frameCount && k.pressed;
626
+ }
627
+ isKeyUp(keyCode) {
628
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
629
+ return false;
630
+ const codes = this.getCodeForCommonKeyName(keyCode);
631
+ if (codes !== null) {
632
+ for (const code of codes)
633
+ if (this.isKeyUp(code))
634
+ return true;
635
+ return false;
636
+ }
637
+ const k = this.keysPressed[keyCode];
638
+ if (!k)
639
+ return false;
640
+ return k.frame === this.context.time.frameCount && k.pressed === false;
641
+ }
642
+ isKeyPressed(keyCode) {
643
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
644
+ return false;
645
+ const codes = this.getCodeForCommonKeyName(keyCode);
646
+ if (codes !== null) {
647
+ for (const code of codes)
648
+ if (this.isKeyPressed(code))
649
+ return true;
650
+ return false;
651
+ }
652
+ const k = this.keysPressed[keyCode];
653
+ if (!k)
654
+ return false;
655
+ return k.pressed || false;
656
+ }
657
+ // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
658
+ getCodeForCommonKeyName(keyName) {
659
+ if (keyName.length === 1) {
660
+ // check if this is a digit
661
+ if (keyName >= "0" && keyName <= "9")
662
+ return ["Digit" + keyName];
663
+ // check if this is a letter
664
+ if (keyName >= "a" && keyName <= "z")
665
+ return ["Key" + keyName.toUpperCase()];
666
+ if (keyName == " ")
667
+ return ["Space"];
668
+ }
669
+ switch (keyName) {
670
+ case "shift":
671
+ case "Shift":
672
+ return ["ShiftLeft", "ShiftRight"];
673
+ case "control":
674
+ case "Control":
675
+ return ["ControlLeft", "ControlRight"];
676
+ case "alt":
677
+ case "Alt":
678
+ return ["AltLeft", "AltRight"];
679
+ }
680
+ return null;
681
+ }
682
+ createInputEvent(args) {
683
+ // TODO: technically we would need to check for circular invocations here!
684
+ switch (args.type) {
685
+ case InputEvents.PointerDown:
686
+ if (debug)
687
+ showBalloonMessage("Create Pointer down");
688
+ this.onDownButton(args.deviceIndex, args.button);
689
+ this.onDown(args);
690
+ break;
691
+ case InputEvents.PointerMove:
692
+ if (debug)
693
+ showBalloonMessage("Create Pointer move");
694
+ this.onMove(args);
695
+ break;
696
+ case InputEvents.PointerUp:
697
+ if (debug)
698
+ showBalloonMessage("Create Pointer up");
699
+ this.onUp(args);
700
+ this.onReleaseButton(args.deviceIndex, args.button);
701
+ break;
702
+ }
703
+ }
704
+ convertScreenspaceToRaycastSpace(vec2) {
705
+ vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
706
+ vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
707
+ return vec2;
708
+ }
709
+ /** @internal */
710
+ constructor(context) {
711
+ this.context = context;
712
+ this.context.post_render_callbacks.push(this.onEndOfFrame);
713
+ }
714
+ /** this is the html element we subscribed to for events */
715
+ _htmlEventSource;
716
+ bindEvents() {
717
+ this.unbindEvents();
718
+ // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
719
+ // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
720
+ this._htmlEventSource = this.context.renderer.domElement;
721
+ window.addEventListener('contextmenu', this.onContextMenu);
722
+ this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
723
+ window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
724
+ window.addEventListener('pointerup', this.onPointerUp, { passive: true });
725
+ window.addEventListener('pointercancel', this.onPointerCancel, { passive: true });
726
+ window.addEventListener("touchstart", this.onTouchStart, { passive: true });
727
+ window.addEventListener("touchmove", this.onTouchMove, { passive: true });
728
+ window.addEventListener("touchend", this.onTouchEnd, { passive: true });
729
+ this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
730
+ window.addEventListener("wheel", this.onWheelWindow, { passive: true });
731
+ window.addEventListener("keydown", this.onKeyDown, false);
732
+ window.addEventListener("keypress", this.onKeyPressed, false);
733
+ window.addEventListener("keyup", this.onKeyUp, false);
734
+ // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
735
+ window.addEventListener('blur', this.onLostFocus);
736
+ }
737
+ unbindEvents() {
738
+ for (const key in this._eventListeners) {
739
+ this._eventListeners[key].length = 0; // clear all listeners for this event
740
+ }
741
+ window.removeEventListener('contextmenu', this.onContextMenu);
742
+ this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
743
+ window.removeEventListener('pointermove', this.onPointerMove);
744
+ window.removeEventListener('pointerup', this.onPointerUp);
745
+ window.removeEventListener('pointercancel', this.onPointerCancel);
746
+ window.removeEventListener("touchstart", this.onTouchStart);
747
+ window.removeEventListener("touchmove", this.onTouchMove);
748
+ window.removeEventListener("touchend", this.onTouchEnd);
749
+ this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
750
+ window.removeEventListener("wheel", this.onWheelWindow, false);
751
+ window.removeEventListener("keydown", this.onKeyDown, false);
752
+ window.removeEventListener("keypress", this.onKeyPressed, false);
753
+ window.removeEventListener("keyup", this.onKeyUp, false);
754
+ window.removeEventListener('blur', this.onLostFocus);
755
+ }
756
+ dispose() {
757
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
758
+ if (index >= 0)
759
+ this.context.post_render_callbacks.splice(index, 1);
760
+ this.unbindEvents();
761
+ }
762
+ onLostFocus = () => {
763
+ for (const kp in this.keysPressed) {
764
+ this.keysPressed[kp].pressed = false;
765
+ }
766
+ };
767
+ _receivedPointerMoveEventsThisFrame = new Array;
768
+ onEndOfFrame = () => {
769
+ this._receivedPointerMoveEventsThisFrame.length = 0;
770
+ for (let i = 0; i < this._pointerUp.length; i++)
771
+ this._pointerUp[i] = false;
772
+ for (let i = 0; i < this._pointerDown.length; i++)
773
+ this._pointerDown[i] = false;
774
+ for (let i = 0; i < this._pointerClick.length; i++)
775
+ this._pointerClick[i] = false;
776
+ for (let i = 0; i < this._pointerDoubleClick.length; i++)
777
+ this._pointerDoubleClick[i] = false;
778
+ for (const pt of this._pointerPositionsDelta)
779
+ pt.set(0, 0);
780
+ for (let i = 0; i < this._mouseWheelChanged.length; i++)
781
+ this._mouseWheelChanged[i] = false;
782
+ for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
783
+ this._mouseWheelDeltaY[i] = 0;
784
+ };
785
+ canReceiveInput(evt) {
786
+ // If the user has HTML objects ontop of the canvas
787
+ // if(evt.target === this.context.renderer.domElement) return true;
788
+ // const css = window.getComputedStyle(evt.target as HTMLElement);
789
+ // if(css.pointerEvents === "all") return false;
790
+ // We only check the target elements here since the canvas may be overlapped by other elements
791
+ // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
792
+ if (evt.target === this.context.renderer?.domElement)
793
+ return true;
794
+ if (evt.target === this.context.domElement)
795
+ return true;
796
+ // if we are in AR we always want to receive touches because the canvas is the whole screen.
797
+ // See https://linear.app/needle/issue/NE-4345
798
+ if (this.context.isInAR) {
799
+ return true;
800
+ }
801
+ // looks like in Mozilla WebXR viewer the target element is the body
802
+ if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR())
803
+ return true;
804
+ if (debug)
805
+ console.warn("CanReceiveInput:False for", evt.target);
806
+ return false;
807
+ }
808
+ onContextMenu = (evt) => {
809
+ if (this.canReceiveInput(evt) === false)
810
+ return;
811
+ if (evt instanceof PointerEvent) {
812
+ // for longpress on touch there might open a context menu
813
+ // in which case we set the pointer pressed back to false (resetting the pressed pointer)
814
+ // we need to emit a pointer up event here as well
815
+ if (evt.pointerType === "touch") {
816
+ // for (const index in this._pointerPressed) {
817
+ // if (this._pointerTypes[index] === PointerType.Touch) {
818
+ // // this._pointerPressed[index] = false;
819
+ // // this throws orbit controls?
820
+ // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
821
+ // // this.onUp(ne);
822
+ // }
823
+ // }
824
+ }
825
+ }
826
+ };
827
+ keysPressed = {};
828
+ onKeyDown = (evt) => {
829
+ if (debug)
830
+ console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
831
+ if (!this.context.application.hasFocus)
832
+ return;
833
+ const ex = this.keysPressed[evt.code];
834
+ if (ex && ex.pressed)
835
+ return;
836
+ this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
837
+ const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
838
+ this.onDispatchEvent(ne);
839
+ };
840
+ onKeyPressed = (evt) => {
841
+ if (!this.context.application.hasFocus)
842
+ return;
843
+ const p = this.keysPressed[evt.code];
844
+ if (!p)
845
+ return;
846
+ p.pressed = true;
847
+ p.frame = this.context.time.frameCount + 1;
848
+ const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
849
+ this.onDispatchEvent(ne);
850
+ };
851
+ onKeyUp = (evt) => {
852
+ if (!this.context.application.hasFocus)
853
+ return;
854
+ const p = this.keysPressed[evt.code];
855
+ if (!p)
856
+ return;
857
+ p.pressed = false;
858
+ p.frame = this.context.time.frameCount + 1;
859
+ const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
860
+ this.onDispatchEvent(ne);
861
+ };
862
+ onWheelWindow = (evt) => {
863
+ // check if we are in pointer lock mode
864
+ if (document.pointerLockElement) {
865
+ // only if yes we want to use the mouse wheel as a pointer event
866
+ this.onMouseWheel(evt);
867
+ }
868
+ };
869
+ onMouseWheel = (evt) => {
870
+ if (this.canReceiveInput(evt) === false)
871
+ return;
872
+ if (this._mouseWheelDeltaY.length <= 0)
873
+ this._mouseWheelDeltaY.push(0);
874
+ if (this._mouseWheelChanged.length <= 0)
875
+ this._mouseWheelChanged.push(false);
876
+ this._mouseWheelChanged[0] = true;
877
+ const current = this._mouseWheelDeltaY[0];
878
+ this._mouseWheelDeltaY[0] = current + evt.deltaY;
879
+ };
880
+ onPointerDown = (evt) => {
881
+ if (this.context.isInAR)
882
+ return;
883
+ if (this.canReceiveInput(evt) === false)
884
+ return;
885
+ if (evt.target instanceof HTMLElement) {
886
+ evt.target.setPointerCapture(evt.pointerId);
887
+ }
888
+ const id = this.getPointerId(evt);
889
+ if (debug)
890
+ showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
891
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
892
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
893
+ this.onDown(ne);
894
+ };
895
+ onPointerMove = (evt) => {
896
+ if (this.context.isInAR)
897
+ return;
898
+ // Prevent multiple pointerMove events per frame
899
+ if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId))
900
+ return;
901
+ this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
902
+ // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
903
+ // if (this.canReceiveInput(evt) === false) return;
904
+ let button = evt.button;
905
+ if (evt.pointerType === "mouse") {
906
+ const pressedButton = this.getFirstPressedButtonForPointer(0);
907
+ button = pressedButton ?? 0;
908
+ }
909
+ const id = this.getPointerId(evt, button);
910
+ if (button === -1) {
911
+ button = id;
912
+ }
913
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
914
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
915
+ this.onMove(ne);
916
+ };
917
+ onPointerCancel = (evt) => {
918
+ if (this.context.isInAR)
919
+ return;
920
+ if (debug)
921
+ console.log("Pointer cancel", evt);
922
+ // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
923
+ this.onPointerUp(evt);
924
+ };
925
+ onPointerUp = (evt) => {
926
+ if (this.context.isInAR)
927
+ return;
928
+ if (evt.target instanceof HTMLElement) {
929
+ evt.target.releasePointerCapture(evt.pointerId);
930
+ }
931
+ // the pointer up event should always be handled
932
+ // if (this.canReceiveInput(evt) === false) return;
933
+ const id = this.getPointerId(evt);
934
+ // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
935
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
936
+ this.onUp(ne);
937
+ this._pointerIds[id] = -1;
938
+ if (debug)
939
+ console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
940
+ };
941
+ getPointerId(evt, button) {
942
+ if (evt.pointerType === "mouse")
943
+ return 0 + (button ?? evt.button);
944
+ return this.getPointerIndex(evt.pointerId);
945
+ }
946
+ getButtonName(evt) {
947
+ const button = evt.button;
948
+ if (evt.pointerType === "mouse") {
949
+ switch (button) {
950
+ case 0: return "left";
951
+ case 1: return "middle";
952
+ case 2: return "right";
953
+ }
954
+ }
955
+ return "unknown";
956
+ }
957
+ // the touch events are currently only used for AR support on android
958
+ onTouchStart = (evt) => {
959
+ if (!this.context.isInAR)
960
+ return;
961
+ for (let i = 0; i < evt.changedTouches.length; i++) {
962
+ const touch = evt.changedTouches[i];
963
+ const id = this.getPointerIndex(touch.identifier);
964
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
965
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
966
+ this.onDown(ne);
967
+ }
968
+ ;
969
+ };
970
+ onTouchMove = (evt) => {
971
+ if (!this.context.isInAR)
972
+ return;
973
+ for (let i = 0; i < evt.changedTouches.length; i++) {
974
+ const touch = evt.changedTouches[i];
975
+ const id = this.getPointerIndex(touch.identifier);
976
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
977
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
978
+ this.onMove(ne);
979
+ }
980
+ ;
981
+ };
982
+ onTouchEnd = (evt) => {
983
+ if (!this.context.isInAR)
984
+ return;
985
+ for (let i = 0; i < evt.changedTouches.length; i++) {
986
+ const touch = evt.changedTouches[i];
987
+ const id = this.getPointerIndex(touch.identifier);
988
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
989
+ this.onUp(ne);
990
+ this._pointerIds[id] = -1;
991
+ }
992
+ ;
993
+ };
994
+ tempNearPlaneVector = new Vector3();
995
+ tempFarPlaneVector = new Vector3();
996
+ tempLookMatrix = new Matrix4();
997
+ getAndUpdateSpatialObjectForScreenPosition(id, screenX, screenY) {
998
+ let space = this._pointerSpace[id];
999
+ if (!space) {
1000
+ space = new Object3D();
1001
+ this._pointerSpace[id] = space;
1002
+ }
1003
+ this._pointerSpace[id] = space;
1004
+ const camera = this.context.mainCamera;
1005
+ if (camera) {
1006
+ const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1007
+ this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1008
+ const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1009
+ pointOnNearPlane.unproject(camera);
1010
+ pointOnFarPlane.unproject(camera);
1011
+ const worldUp = camera.worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera));
1012
+ this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1013
+ space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1014
+ space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1015
+ }
1016
+ return space;
1017
+ }
1018
+ // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1019
+ // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1020
+ // while (arr.length <= index) arr.push(-1);
1021
+ // if (timestamp === arr[index]) return false;
1022
+ // arr[index] = timestamp;
1023
+ // return true;
1024
+ // }
1025
+ isInRect(e) {
1026
+ if (this.context.isInXR)
1027
+ return true;
1028
+ const rect = this.context.domElement.getBoundingClientRect();
1029
+ const px = e.clientX;
1030
+ const py = e.clientY;
1031
+ const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1032
+ if (debug && !isInRect)
1033
+ console.log("Not in rect", rect, px, py);
1034
+ return isInRect;
1035
+ }
1036
+ onDown(evt) {
1037
+ const index = evt.pointerId;
1038
+ if (this.getPointerPressed(index)) {
1039
+ console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1040
+ }
1041
+ if (debug)
1042
+ console.log(evt.pointerType, "DOWN", index);
1043
+ if (!this.isInRect(evt))
1044
+ return;
1045
+ // if (this.isMouseEventFromTouch(evt)) return;
1046
+ this.setPointerState(index, this._pointerPressed, true);
1047
+ this.setPointerState(index, this._pointerDown, true);
1048
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1049
+ while (index >= this._pointerTypes.length)
1050
+ this._pointerTypes.push(evt.pointerType);
1051
+ this._pointerTypes[index] = evt.pointerType;
1052
+ while (index >= this._pointerPositionDown.length)
1053
+ this._pointerPositionDown.push(new Vector3());
1054
+ this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1055
+ while (index >= this._pointerPositions.length)
1056
+ this._pointerPositions.push(new Vector2());
1057
+ this._pointerPositions[index].set(evt.clientX, evt.clientY);
1058
+ if (index >= this._pointerDownTime.length)
1059
+ this._pointerDownTime.push(0);
1060
+ this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1061
+ this.updatePointerPosition(evt);
1062
+ this._pointerEventsPressed.push(evt);
1063
+ this.onDispatchEvent(evt);
1064
+ }
1065
+ // moveEvent?: Event;
1066
+ onMove(evt) {
1067
+ const index = evt.pointerId;
1068
+ const isDown = this.getPointerPressed(index);
1069
+ if (isDown === false && !this.isInRect(evt))
1070
+ return;
1071
+ if (evt.pointerType === PointerType.Touch && !isDown)
1072
+ return;
1073
+ // if (this.isMouseEventFromTouch(evt)) return;
1074
+ // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1075
+ this.updatePointerPosition(evt);
1076
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1077
+ this.onDispatchEvent(evt);
1078
+ }
1079
+ onUp(evt) {
1080
+ const index = evt.pointerId;
1081
+ const wasDown = this.getPointerPressed(index);
1082
+ if (!wasDown) {
1083
+ if (debug)
1084
+ console.log(evt.pointerType, "UP", index, "was not down");
1085
+ return;
1086
+ }
1087
+ // if (this.isMouseEventFromTouch(evt)) return;
1088
+ if (debug)
1089
+ console.log(evt.pointerType, "UP", index);
1090
+ this.setPointerState(index, this._pointerPressed, false);
1091
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1092
+ this.setPointerState(index, this._pointerUp, true);
1093
+ this.updatePointerPosition(evt);
1094
+ for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1095
+ const ptr = this._pointerEventsPressed[i];
1096
+ if (ptr.pointerId === index) {
1097
+ this._pointerEventsPressed.splice(i, 1);
1098
+ break;
1099
+ }
1100
+ }
1101
+ if (!this._pointerPositionDown[index]) {
1102
+ if (debug)
1103
+ showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1104
+ console.warn("Received pointer up event without matching down event for button: " + index);
1105
+ return;
1106
+ }
1107
+ const lastUpTime = this._pointerUpTime[index];
1108
+ const downTime = this._pointerDownTime[index];
1109
+ const upTime = this.context.time.realtimeSinceStartup;
1110
+ const dt = upTime - downTime;
1111
+ if (index >= this._pointerUpTime.length)
1112
+ this._pointerUpTime.push(-99);
1113
+ this._pointerUpTime[index] = upTime;
1114
+ // If the time from down to up is less than 1 second check if it was a click
1115
+ if (dt < 1) {
1116
+ let dx = evt.clientX - this._pointerPositionDown[index].x;
1117
+ let dy = evt.clientY - this._pointerPositionDown[index].y;
1118
+ let dz = 0;
1119
+ if (evt.isSpatial && evt.clientZ != undefined) {
1120
+ dz = evt.clientZ - this._pointerPositionDown[index].z;
1121
+ // spatial clicks remapping
1122
+ dx *= 200;
1123
+ dy *= 200;
1124
+ dz *= 200;
1125
+ }
1126
+ if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1127
+ this.setPointerState(index, this._pointerClick, true);
1128
+ evt.isClick = true;
1129
+ // handle double click
1130
+ const dt = upTime - lastUpTime;
1131
+ if (debug)
1132
+ console.log("CLICK", index, dx, dy, dz, dt);
1133
+ if (dt < this._doubleClickTimeThreshold && dt > 0) {
1134
+ this.setPointerState(index, this._pointerDoubleClick, true);
1135
+ evt.isDoubleClick = true;
1136
+ }
1137
+ }
1138
+ }
1139
+ this.onDispatchEvent(evt);
1140
+ }
1141
+ updatePointerPosition(evt) {
1142
+ const index = evt.pointerId;
1143
+ while (index >= this._pointerPositions.length)
1144
+ this._pointerPositions.push(new Vector2());
1145
+ while (index >= this._pointerPositionsLastFrame.length)
1146
+ this._pointerPositionsLastFrame.push(new Vector2());
1147
+ while (index >= this._pointerPositionsDelta.length)
1148
+ this._pointerPositionsDelta.push(new Vector2());
1149
+ const lf = this._pointerPositionsLastFrame[index];
1150
+ lf.copy(this._pointerPositions[index]);
1151
+ // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1152
+ const delta = this._pointerPositionsDelta[index];
1153
+ let dx = evt.clientX - lf.x;
1154
+ let dy = evt.clientY - lf.y;
1155
+ // if pointer is locked, clientX and Y are not changed, but Movement is.
1156
+ if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1157
+ const source = evt.source;
1158
+ if (dx === 0 && source.movementX !== 0)
1159
+ dx = source.movementX || 0;
1160
+ if (dy === 0 && source.movementY !== 0)
1161
+ dy = source.movementY || 0;
1162
+ }
1163
+ delta.x += dx;
1164
+ delta.y += dy;
1165
+ this._pointerPositions[index].x = evt.clientX;
1166
+ this._pointerPositions[index].y = evt.clientY;
1167
+ // we want to have the position 01 on the canvas for raycasting
1168
+ const px = evt.clientX;
1169
+ const py = evt.clientY;
1170
+ while (index >= this._pointerPositionsRC.length)
1171
+ this._pointerPositionsRC.push(new Vector2());
1172
+ const rc = this._pointerPositionsRC[index];
1173
+ rc.set(px, py);
1174
+ this.convertScreenspaceToRaycastSpace(rc);
1175
+ // console.log(this.context.alias, rc);
1176
+ // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1177
+ // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1178
+ // console.log(evt.button)
1179
+ }
1180
+ /** get the next free id */
1181
+ getPointerIndex(pointerId) {
1182
+ // test if theres a pointer with the id
1183
+ let firstFreeIndex = -1;
1184
+ for (let i = 0; i < this._pointerIds.length; i++) {
1185
+ if (this._pointerIds[i] === pointerId)
1186
+ return i;
1187
+ else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1188
+ firstFreeIndex = i;
1189
+ }
1190
+ }
1191
+ // if not take the free slot if any
1192
+ if (firstFreeIndex !== -1) {
1193
+ this._pointerIds[firstFreeIndex] = pointerId;
1194
+ return firstFreeIndex;
1195
+ }
1196
+ if (debug)
1197
+ console.log("PUSH pointerId:", pointerId);
1198
+ this._pointerIds.push(pointerId);
1199
+ return this._pointerIds.length - 1;
1200
+ }
1201
+ setPointerState(index, arr, value) {
1202
+ arr[index] = value;
1203
+ }
1204
+ setPointerStateT(index, arr, value) {
1205
+ // while (arr.length <= index) arr.push(null as any);
1206
+ arr[index] = value;
1207
+ return value;
1208
+ }
1209
+ onDispatchEvent(evt) {
1210
+ const prevContext = Context.Current;
1211
+ try {
1212
+ Context.Current = this.context;
1213
+ this.dispatchEvent(evt);
1214
+ }
1215
+ finally {
1216
+ Context.Current = prevContext;
1217
+ }
1218
+ }
1219
+ }
1220
+ // KEY_1 = 49,
1221
+ // KEY_2 = 50,
1222
+ // KEY_3 = 51,
1223
+ // KEY_4 = 52,
1224
+ // KEY_5 = 53,
1225
+ // KEY_6 = 54,
1226
+ // KEY_7 = 55,
1227
+ // KEY_8 = 56,
1228
+ // KEY_9 = 57,
1229
+ // KEY_A = 65,
1230
+ // KEY_B = 66,
1231
+ // KEY_C = 67,
1232
+ // KEY_D = "d",
1233
+ // KEY_E = 69,
1234
+ // KEY_F = 70,
1235
+ // KEY_G = 71,
1236
+ // KEY_H = 72,
1237
+ // KEY_I = 73,
1238
+ // KEY_J = 74,
1239
+ // KEY_K = 75,
1240
+ // KEY_L = 76,
1241
+ // KEY_M = 77,
1242
+ // KEY_N = 78,
1243
+ // KEY_O = 79,
1244
+ // KEY_P = 80,
1245
+ // KEY_Q = 81,
1246
+ // KEY_R = 82,
1247
+ // KEY_S = 83,
1248
+ // KEY_T = 84,
1249
+ // KEY_U = 85,
1250
+ // KEY_V = 86,
1251
+ // KEY_W = 87,
1252
+ // KEY_X = 88,
1253
+ // KEY_Y = 89,
1254
+ // KEY_Z = 90,
1255
+ // LEFT_META = 91,
1256
+ // RIGHT_META = 92,
1257
+ // SELECT = 93,
1258
+ // NUMPAD_0 = 96,
1259
+ // NUMPAD_1 = 97,
1260
+ // NUMPAD_2 = 98,
1261
+ // NUMPAD_3 = 99,
1262
+ // NUMPAD_4 = 100,
1263
+ // NUMPAD_5 = 101,
1264
+ // NUMPAD_6 = 102,
1265
+ // NUMPAD_7 = 103,
1266
+ // NUMPAD_8 = 104,
1267
+ // NUMPAD_9 = 105,
1268
+ // MULTIPLY = 106,
1269
+ // ADD = 107,
1270
+ // SUBTRACT = 109,
1271
+ // DECIMAL = 110,
1272
+ // DIVIDE = 111,
1273
+ // F1 = 112,
1274
+ // F2 = 113,
1275
+ // F3 = 114,
1276
+ // F4 = 115,
1277
+ // F5 = 116,
1278
+ // F6 = 117,
1279
+ // F7 = 118,
1280
+ // F8 = 119,
1281
+ // F9 = 120,
1282
+ // F10 = 121,
1283
+ // F11 = 122,
1284
+ // F12 = 123,
1285
+ // NUM_LOCK = 144,
1286
+ // SCROLL_LOCK = 145,
1287
+ // SEMICOLON = 186,
1288
+ // EQUALS = 187,
1289
+ // COMMA = 188,
1290
+ // DASH = 189,
1291
+ // PERIOD = 190,
1292
+ // FORWARD_SLASH = 191,
1293
+ // GRAVE_ACCENT = 192,
1294
+ // OPEN_BRACKET = 219,
1295
+ // BACK_SLASH = 220,
1296
+ // CLOSE_BRACKET = 221,
1297
+ // SINGLE_QUOTE = 222
1298
1298
  //# sourceMappingURL=engine_input.js.map