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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
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  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,692 +1,688 @@
1
- import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
- import { ArrayCamera, Box3, Layers, Line, Matrix3, Matrix4, Plane, Raycaster, Sphere, Vector2 } from 'three';
3
- import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
- import { isDevEnvironment } from './debug/index.js';
5
- import { Gizmos } from './engine_gizmos.js';
6
- import { getTempVector, getWorldPosition } from "./engine_three_utils.js";
7
- import { getParam } from "./engine_utils.js";
8
- const debugPhysics = getParam("debugphysics");
9
- const debugWorker = getParam("debugworker");
10
- const layerMaskHelper = new Layers();
11
- export class RaycastOptions {
12
- static AllLayers = 0xFFFFFFFF;
13
- ray;
14
- cam;
15
- screenPoint;
16
- raycaster;
17
- results;
18
- targets;
19
- recursive = true;
20
- minDistance;
21
- maxDistance;
22
- lineThreshold;
23
- layerMask;
24
- ignore;
25
- testObject;
26
- useAcceleratedRaycast;
27
- allowSlowRaycastFallback = true;
28
- screenPointFromOffset(ox, oy) {
29
- if (this.screenPoint === undefined)
30
- this.screenPoint = new Vector2();
31
- this.screenPoint.x = ox / window.innerWidth * 2 - 1;
32
- this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
33
- }
34
- /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
35
- setLayer(layer) {
36
- layerMaskHelper.set(layer);
37
- this.layerMask = layerMaskHelper;
38
- }
39
- /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
40
- setMask(mask) {
41
- if (!this.layerMask)
42
- this.layerMask = new Layers();
43
- const lm = this.layerMask;
44
- if (lm)
45
- lm.mask = mask;
46
- else
47
- this.layerMask = mask;
48
- }
49
- }
50
- export class SphereIntersection {
51
- distance;
52
- point;
53
- object;
54
- constructor(object, distance, point) {
55
- this.object = object;
56
- this.distance = distance;
57
- this.point = point;
58
- }
59
- }
60
- export class Physics {
61
- static _raycasting = 0;
62
- /**
63
- * Returns true if raycasting is currently happening
64
- */
65
- static get raycasting() {
66
- return this._raycasting > 0;
67
- }
68
- /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
69
- raycastPhysicsFast(origin, direction = undefined, maxDistance = Infinity, solid = true) {
70
- return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
71
- }
72
- /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
73
- raycastPhysicsFastAndGetNormal(origin, direction = undefined, maxDistance = Infinity, solid = true) {
74
- return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
75
- }
76
- /**@deprecated use this.context.physics.engine.sphereOverlap */
77
- sphereOverlapPhysics(point, radius) {
78
- return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
79
- }
80
- context;
81
- engine;
82
- constructor(context) {
83
- this.context = context;
84
- }
85
- // raycasting
86
- raycaster = new Raycaster();
87
- defaultRaycastOptions = new RaycastOptions();
88
- targetBuffer = new Array(1);
89
- defaultThresholds = {
90
- Mesh: {},
91
- Line: { threshold: -1 },
92
- LOD: {},
93
- Points: { threshold: 0 },
94
- Sprite: {}
95
- };
96
- sphereResults = new Array();
97
- sphereMask = new Layers();
98
- sphere = new Sphere();
99
- /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
100
- * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
101
- * @param spherePos the center of the sphere in world space
102
- * @param radius the radius of the sphere
103
- * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
104
- * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
105
- * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
106
- */
107
- sphereOverlap(spherePos, radius, traverseChildsAfterHit = true, bvh = false, shouldRaycast = null) {
108
- this.sphereResults.length = 0;
109
- if (!this.context.scene)
110
- return this.sphereResults;
111
- const mask = this.sphereMask;
112
- mask.enableAll();
113
- mask.disable(2);
114
- for (const ch of this.context.scene.children) {
115
- this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
116
- }
117
- return this.sphereResults.sort((a, b) => a.distance - b.distance);
118
- }
119
- raycastFromRay(ray, options = null) {
120
- const opts = options ?? this.defaultRaycastOptions;
121
- opts.ray = ray;
122
- const res = this.raycast(opts);
123
- // reset the default options ray
124
- if (opts === this.defaultRaycastOptions)
125
- opts.ray = undefined;
126
- return res;
127
- }
128
- /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
129
- * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
130
- * Raycasting SkinnedMeshes is specially expensive.
131
- * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
132
- * @param options raycast options. If null, default options will be used.
133
- */
134
- raycast(options = null) {
135
- if (debugPhysics) {
136
- performance.mark('raycast.start');
137
- }
138
- if (!options)
139
- options = this.defaultRaycastOptions;
140
- const mp = options.screenPoint ?? this.context.input.mousePositionRC;
141
- const rc = options.raycaster ?? this.raycaster;
142
- rc.near = options.minDistance ?? 0;
143
- rc.far = options.maxDistance ?? Infinity;
144
- rc.params = this.defaultThresholds;
145
- if (options.lineThreshold === undefined)
146
- options.lineThreshold = -1;
147
- rc.params.Line = { threshold: options.lineThreshold };
148
- if (options.ray) {
149
- rc.ray.copy(options.ray);
150
- }
151
- else {
152
- const cam = options.cam ?? this.context.mainCamera;
153
- if (!cam) {
154
- if (debugPhysics)
155
- console.error("Can not perform raycast - no main camera found");
156
- if (this.defaultRaycastOptions.results)
157
- this.defaultRaycastOptions.results.length = 0;
158
- return this.defaultRaycastOptions.results ?? [];
159
- }
160
- const xrCam = this.context.xrCamera;
161
- if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
162
- rc.setFromCamera(mp, xrCam.cameras[0]);
163
- }
164
- else {
165
- rc.setFromCamera(mp, cam);
166
- }
167
- }
168
- let targets = options.targets;
169
- if (!targets) {
170
- targets = this.targetBuffer;
171
- targets.length = 1;
172
- targets[0] = this.context.scene;
173
- }
174
- let results = options.results;
175
- if (this.defaultRaycastOptions.results)
176
- this.defaultRaycastOptions.results.length = 0;
177
- if (!results) {
178
- if (!this.defaultRaycastOptions.results)
179
- this.defaultRaycastOptions.results = new Array();
180
- results = this.defaultRaycastOptions.results;
181
- }
182
- // layermask
183
- // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
184
- if (options.layerMask !== undefined) {
185
- if (options.layerMask instanceof Layers)
186
- rc.layers.mask = options.layerMask.mask;
187
- else
188
- rc.layers.mask = options.layerMask;
189
- }
190
- else {
191
- rc.layers.enableAll();
192
- rc.layers.disable(2);
193
- }
194
- if (debugPhysics) {
195
- // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
196
- console.time("raycast");
197
- }
198
- // shoot
199
- results.length = 0;
200
- Physics._raycasting++;
201
- this.intersect(this.raycaster, targets, results, options);
202
- results.sort((a, b) => a.distance - b.distance);
203
- // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
204
- const ignorelist = options.ignore;
205
- if (ignorelist !== undefined && ignorelist.length > 0) {
206
- results = results.filter(r => !ignorelist.includes(r.object));
207
- }
208
- Physics._raycasting--;
209
- if (debugPhysics) {
210
- console.timeEnd("raycast");
211
- console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
212
- performance.mark('raycast.end');
213
- performance.measure('raycast', 'raycast.start', 'raycast.end');
214
- }
215
- return results;
216
- }
217
- intersect(raycaster, objects, results, options) {
218
- for (const obj of objects) {
219
- // handle case where null or undefined object is in the scene
220
- if (!obj)
221
- continue;
222
- // dont raycast invisible objects
223
- if (obj.visible === false)
224
- continue;
225
- if (Gizmos.isGizmo(obj))
226
- continue;
227
- // dont raycast object if it's a line and the line threshold is < 0
228
- if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
229
- if (obj instanceof Line) {
230
- continue;
231
- }
232
- }
233
- let shouldIntersectObject = true;
234
- const mesh = obj;
235
- const geo = mesh.geometry;
236
- if (obj.raycastAllowed === false) {
237
- shouldIntersectObject = false;
238
- }
239
- // We need to run this first because of "EventSystem.testObject" implementation
240
- if (shouldIntersectObject && options.testObject) {
241
- const testResult = options.testObject?.(obj);
242
- if (testResult === false) {
243
- continue;
244
- }
245
- else if (testResult === "continue in children") {
246
- shouldIntersectObject = false;
247
- }
248
- }
249
- else if (shouldIntersectObject) {
250
- if (!geo) {
251
- shouldIntersectObject = false;
252
- }
253
- // check if the geometry is valid
254
- else if (!canRaycastGeometry(geo)) {
255
- shouldIntersectObject = false;
256
- }
257
- }
258
- if (shouldIntersectObject) {
259
- const lastResultsCount = results.length;
260
- const preference = obj.raycastPreference || "lod";
261
- let usePrecise = preference !== "bounds";
262
- if (options.precise === false)
263
- usePrecise = false;
264
- if (geo)
265
- usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
266
- if (mesh instanceof GroundedSkybox) {
267
- usePrecise = false;
268
- }
269
- if (preference === "lod") {
270
- const raycastMesh = getRaycastMesh(obj);
271
- if (raycastMesh)
272
- mesh.geometry = raycastMesh;
273
- }
274
- if (!usePrecise && boundsRaycast(mesh, raycaster, results)) {
275
- // did handle raycast
276
- }
277
- else if (options.useAcceleratedRaycast !== false) {
278
- NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context, options);
279
- }
280
- else {
281
- raycaster.intersectObject(mesh, false, results);
282
- }
283
- // Restore
284
- mesh.geometry = geo;
285
- // Debug
286
- if (debugPhysics && results.length != lastResultsCount) {
287
- const latestResult = results[results.length - 1];
288
- Gizmos.DrawWireSphere(latestResult.point, .1, 0x770000, 1, false);
289
- Gizmos.DrawWireMesh({ mesh: obj, depthTest: false, duration: .2, color: 0x770000 });
290
- }
291
- }
292
- if (options.recursive !== false) {
293
- this.intersect(raycaster, obj.children, results, options);
294
- }
295
- }
296
- return results;
297
- }
298
- tempBoundingBox = new Box3();
299
- intersectSphere(obj, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast) {
300
- let shouldIntersectObject = obj && obj.isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
301
- shouldIntersectObject &&= obj.visible;
302
- shouldIntersectObject &&= !(obj instanceof Line);
303
- shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
304
- const mesh = obj;
305
- const geo = mesh.geometry;
306
- if (shouldIntersectObject && shouldRaycast) {
307
- const testResult = shouldRaycast(obj);
308
- if (testResult === false) {
309
- return;
310
- }
311
- else if (testResult === "continue in children") {
312
- shouldIntersectObject = false;
313
- }
314
- }
315
- // check if geometry exists
316
- if (!geo) {
317
- shouldIntersectObject = false;
318
- }
319
- // check if the geometry is valid
320
- else if (!canRaycastGeometry(geo)) {
321
- shouldIntersectObject = false;
322
- }
323
- if (shouldIntersectObject) {
324
- if (useBvh) {
325
- const sphere = this.sphere;
326
- sphere.center.copy(spherePos);
327
- sphere.radius = radius;
328
- const previousResults = results.length;
329
- NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context, {});
330
- if (previousResults != results.length && !traverseChildsAfterHit) {
331
- return;
332
- }
333
- }
334
- // Classic sphere intersection test
335
- else {
336
- if (!geo.boundingBox)
337
- geo.computeBoundingBox();
338
- if (geo.boundingBox) {
339
- if (mesh.matrixWorldNeedsUpdate)
340
- mesh.updateWorldMatrix(false, false);
341
- const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
342
- const sphere = this.sphere;
343
- sphere.center.copy(spherePos);
344
- sphere.radius = radius;
345
- if (sphere.intersectsBox(test)) {
346
- const wp = getWorldPosition(obj);
347
- const dist = wp.distanceTo(sphere.center);
348
- const int = new SphereIntersection(obj, dist, wp);
349
- results.push(int);
350
- if (!traverseChildsAfterHit)
351
- return;
352
- }
353
- }
354
- }
355
- }
356
- if (obj.children) {
357
- for (const ch of obj.children) {
358
- const len = results.length;
359
- this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
360
- if (len != results.length && !traverseChildsAfterHit)
361
- return;
362
- }
363
- }
364
- }
365
- }
366
- /**
367
- * See https://linear.app/needle/issue/NE-5524
368
- * @returns true if the geometry can be raycasted
369
- */
370
- function canRaycastGeometry(geo) {
371
- // if the geometry has an index buffer but no indices, we can't raycast
372
- if (geo.index && geo.index.array.length < 3)
373
- return false;
374
- // we might want to test if the geometry has a position buffer
375
- return true;
376
- }
377
- const tempSphere = new Sphere();
378
- const tempPlane = new Plane();
379
- const normalUpMatrix = new Matrix3();
380
- /**
381
- * @returns false if custom raycasting can not run, otherwise true
382
- */
383
- function boundsRaycast(mesh, raycaster, results) {
384
- const originalComputeIntersectionsFn = mesh["_computeIntersections"];
385
- if (!originalComputeIntersectionsFn) {
386
- return false;
387
- }
388
- // compute custom intersection, check if a custom method already exists
389
- let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
390
- if (!computeCustomIntersectionFn) {
391
- // create and bind a custom method once to the mesh object
392
- // TODO: maybe we want to add this to the prototype instead
393
- computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster, intersects, _rayLocalSpace) {
394
- const self = this;
395
- const boundingSphere = self.geometry.boundingSphere;
396
- if (boundingSphere) {
397
- if (self instanceof GroundedSkybox) {
398
- tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
399
- tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
400
- const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
401
- if (point) {
402
- tempSphere.copy(boundingSphere);
403
- tempSphere.applyMatrix4(self.matrixWorld);
404
- const dir = getTempVector(point).sub(raycaster.ray.origin);
405
- const distance = dir.length();
406
- const groundProjectionFloorRadius = tempSphere.radius * .5;
407
- if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
408
- intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
409
- }
410
- return;
411
- }
412
- tempSphere.copy(boundingSphere);
413
- tempSphere.applyMatrix4(self.matrixWorld);
414
- const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
415
- if (point) {
416
- const dir = getTempVector(point).sub(raycaster.ray.origin);
417
- const distance = dir.length();
418
- // Ignore hits when we're inside the sphere
419
- if (distance > tempSphere.radius) {
420
- const normal = dir.clone().normalize();
421
- intersects.push({ distance: distance, point, object: self, normal });
422
- }
423
- }
424
- }
425
- };
426
- }
427
- mesh["_computeIntersections"] = computeCustomIntersectionFn;
428
- raycaster.intersectObject(mesh, false, results);
429
- mesh["_computeIntersections"] = originalComputeIntersectionsFn;
430
- return true;
431
- }
432
- var NEMeshBVH;
433
- (function (NEMeshBVH) {
434
- let failedToCreateMeshBVHWorker = 0;
435
- function runMeshBVHRaycast(method, mesh, results, context, options) {
436
- if (!mesh.geometry) {
437
- return false;
438
- }
439
- // Completely prevent raycasting on object that has no position
440
- if (!mesh.geometry.hasAttribute('position')) {
441
- return false;
442
- }
443
- // The code below handles generating the mesh bvh structure that is used for raycasting
444
- // We first try to setup workers so it can run off the main thread
445
- const geom = mesh.geometry;
446
- if (mesh?.isSkinnedMesh) {
447
- const skinnedMesh = mesh;
448
- const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
449
- if (!skinnedMesh.staticGenerator) {
450
- loadMeshBVHLibrary();
451
- if (_StaticGeometryGenerator) {
452
- skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
453
- skinnedMesh.staticGenerator.applyWorldTransforms = false;
454
- skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
455
- geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
456
- skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
457
- skinnedMesh.bvhNeedsUpdate = true;
458
- }
459
- }
460
- else if (geom.boundsTree && ((skinnedMesh.autoUpdateMeshBvhInterval !== undefined && skinnedMesh.autoUpdateMeshBvhInterval >= 0) || skinnedMeshBVHNeedsUpdate === true)) {
461
- // automatically refit the tree every 300ms
462
- const now = performance.now();
463
- const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate;
464
- const interval = skinnedMesh.autoUpdateMeshBvhInterval ?? 100;
465
- if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > interval) {
466
- if (debugPhysics)
467
- console.warn(`Physics: updating skinned mesh bvh for ${mesh.name} after ${timeSinceLastUpdate.toFixed(2)}ms`);
468
- skinnedMesh.bvhNeedsUpdate = false;
469
- skinnedMesh.staticGeometryLastUpdate = now;
470
- skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
471
- geom.boundsTree.refit();
472
- }
473
- }
474
- }
475
- else if (!geom.boundsTree) {
476
- // Try to generate the bvh on a worker
477
- if (!didSetupWorker)
478
- internalSetupWorker();
479
- let canUseWorker = true;
480
- if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
481
- canUseWorker = false;
482
- }
483
- else if (geom[canUseWorkerSymbol] === false) {
484
- canUseWorker = false;
485
- }
486
- else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
487
- || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
488
- canUseWorker = false;
489
- }
490
- else if (failedToCreateMeshBVHWorker > 10) {
491
- // if we failed to create a worker multiple times, don't try again
492
- canUseWorker = false;
493
- }
494
- // if we have a worker use that
495
- if (canUseWorker && _GenerateMeshBVHWorker) {
496
- if (geom[workerTaskSymbol] === undefined) {
497
- // get available worker
498
- let workerInstance = null;
499
- // if there are workers available, use one
500
- if (availableWorkers.length > 0) {
501
- const available = availableWorkers.shift();
502
- if (available && !available.running) {
503
- workerInstance = available;
504
- }
505
- }
506
- // if there are no workers available, create a new one
507
- if (!workerInstance && workerInstances.length < 3) {
508
- try {
509
- if (debugWorker) {
510
- console.warn("[GenerateMeshBVHWorker] Creating worker with import.meta.url:", import.meta.url);
511
- }
512
- workerInstance = new _GenerateMeshBVHWorker();
513
- workerInstances.push(workerInstance);
514
- }
515
- catch (err) {
516
- const isSecurityError = err instanceof DOMException && err.name === "SecurityError";
517
- if (isSecurityError) {
518
- console.warn("Failed to create MeshBVH worker, falling back to main thread generation. This can happen when running from file://, if the browser does not support workers or if the browser is blocking workers for other reasons.");
519
- console.debug(err);
520
- failedToCreateMeshBVHWorker += 10;
521
- }
522
- else {
523
- console.error("Failed to create MeshBVH worker. Please see below for more details:");
524
- console.log(err);
525
- }
526
- failedToCreateMeshBVHWorker++;
527
- }
528
- }
529
- if (workerInstance != null && !workerInstance.running) {
530
- const name = mesh.name;
531
- if (debugPhysics)
532
- console.log("<<<< worker start", name, workerInstance);
533
- geom[workerTaskSymbol] = "queued";
534
- performance.mark("bvh.create.start");
535
- // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
536
- // see https://linear.app/needle/issue/NE-5602
537
- // Additionally normal raycasts stop working if we don't clone the geometry
538
- const copy = geom.clone();
539
- try {
540
- workerInstance.generate(copy)
541
- .then(bvh => {
542
- geom[workerTaskSymbol] = "done";
543
- geom.boundsTree = bvh;
544
- })
545
- .catch(err => {
546
- geom[workerTaskSymbol] = "failed - " + err?.message;
547
- geom[canUseWorkerSymbol] = false;
548
- if (debugPhysics)
549
- console.error("Failed to generate mesh bvh on worker", err);
550
- })
551
- .finally(() => {
552
- if (debugPhysics)
553
- console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
554
- availableWorkers.push(workerInstance);
555
- copy.dispose();
556
- performance.mark("bvh.create.end");
557
- performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
558
- });
559
- }
560
- catch (err) {
561
- console.error("Failed to generate mesh bvh on worker", err);
562
- }
563
- }
564
- else {
565
- // we don't want to generate the BVH on the main thread unless workers are not supported
566
- // If all workers are currently running we need to run a "slow" raycast
567
- if (debugPhysics)
568
- console.warn("No worker available");
569
- }
570
- }
571
- }
572
- // Fallback to sync bvh generation if workers are not available
573
- else if (!isRequestingWorker || !canUseWorker) {
574
- loadMeshBVHLibrary();
575
- if (_MeshBVH) {
576
- performance.mark("bvh.create.start");
577
- geom.boundsTree = new _MeshBVH(geom);
578
- performance.mark("bvh.create.end");
579
- performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
580
- }
581
- }
582
- }
583
- if (method instanceof Raycaster) {
584
- const raycaster = method;
585
- // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
586
- // We do need to set the accelerated raycast method (bind it once)
587
- // We could also override it on the prototype - not sure if it's more performant but then it would always run
588
- const raycastMesh = mesh.raycast;
589
- if (geom.boundsTree) {
590
- loadMeshBVHLibrary();
591
- if (_acceleratedRaycast) {
592
- // bind the raycast to the mesh
593
- if (!mesh.acceleratedRaycast) {
594
- mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh);
595
- if (debugPhysics)
596
- console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
597
- }
598
- mesh.raycast = mesh.acceleratedRaycast;
599
- }
600
- }
601
- else {
602
- if (debugPhysics)
603
- console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
604
- if (options.allowSlowRaycastFallback === false) {
605
- const vertices = geom.getAttribute("position")?.array?.length ?? 0;
606
- if (vertices > 2000) {
607
- if (debugPhysics)
608
- console.warn("Skipping raycast because no bounds tree is available and allowSlowRaycastFallback is false");
609
- return false;
610
- }
611
- }
612
- }
613
- const prevFirstHitOnly = raycaster.firstHitOnly;
614
- raycaster.firstHitOnly = false;
615
- raycaster.intersectObject(mesh, false, results);
616
- raycaster.firstHitOnly = prevFirstHitOnly;
617
- mesh.raycast = raycastMesh;
618
- return true;
619
- }
620
- else if (method instanceof Sphere) {
621
- const bvh = geom.boundsTree;
622
- if (bvh) {
623
- const sphere = method;
624
- // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
625
- invMat.copy(mesh.matrixWorld).invert();
626
- sphere.applyMatrix4(invMat);
627
- const intersects = bvh.intersectsSphere(sphere);
628
- if (intersects) {
629
- // console.log(intersects, mesh.name);
630
- const worldpos = getWorldPosition(mesh);
631
- const distance = worldpos.distanceTo(sphere.center);
632
- const intersection = new SphereIntersection(mesh, distance, worldpos);
633
- results.push(intersection);
634
- }
635
- }
636
- return true;
637
- }
638
- return false;
639
- }
640
- NEMeshBVH.runMeshBVHRaycast = runMeshBVHRaycast;
641
- let didLoadMeshBVHLibrary = false;
642
- let _acceleratedRaycast = null;
643
- let _MeshBVH = null;
644
- let _StaticGeometryGenerator = null;
645
- let _computeBoundsTree = null;
646
- function loadMeshBVHLibrary() {
647
- if (didLoadMeshBVHLibrary)
648
- return;
649
- didLoadMeshBVHLibrary = true;
650
- import("three-mesh-bvh").then(res => {
651
- _acceleratedRaycast = res.acceleratedRaycast;
652
- _MeshBVH = res.MeshBVH;
653
- _StaticGeometryGenerator = res.StaticGeometryGenerator;
654
- _computeBoundsTree = res.computeBoundsTree;
655
- }).catch(_err => {
656
- if (debugPhysics || isDevEnvironment()) {
657
- console.error("Failed to load BVH library...", _err.message);
658
- }
659
- });
660
- }
661
- const invMat = new Matrix4();
662
- /** True after the worker has been requested for the first time */
663
- let didSetupWorker = false;
664
- /** True while the worker is being requested */
665
- let isRequestingWorker = false;
666
- let _GenerateMeshBVHWorker = null;
667
- const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
668
- const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
669
- const workerInstances = [];
670
- const availableWorkers = [];
671
- function internalSetupWorker() {
672
- didSetupWorker = true;
673
- isRequestingWorker = true;
674
- // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
675
- import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
676
- .then(res => {
677
- _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
678
- })
679
- .catch(_err => {
680
- if (debugPhysics || isDevEnvironment()) {
681
- console.warn("Failed to setup mesh bvh worker");
682
- }
683
- else {
684
- console.debug("Failed to setup mesh bvh worker", _err);
685
- }
686
- })
687
- .finally(() => {
688
- isRequestingWorker = false;
689
- });
690
- }
691
- })(NEMeshBVH || (NEMeshBVH = {}));
1
+ import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
+ import { ArrayCamera, Box3, Layers, Line, Matrix3, Matrix4, Plane, Raycaster, Sphere, Vector2 } from 'three';
3
+ import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
+ import { isDevEnvironment } from './debug/index.js';
5
+ import { Gizmos } from './engine_gizmos.js';
6
+ import { getTempVector, getWorldPosition } from "./engine_three_utils.js";
7
+ import { getParam } from "./engine_utils.js";
8
+ const debugPhysics = getParam("debugphysics");
9
+ const layerMaskHelper = new Layers();
10
+ export class RaycastOptions {
11
+ static AllLayers = 0xFFFFFFFF;
12
+ ray;
13
+ cam;
14
+ screenPoint;
15
+ raycaster;
16
+ results;
17
+ targets;
18
+ recursive = true;
19
+ minDistance;
20
+ maxDistance;
21
+ lineThreshold;
22
+ layerMask;
23
+ ignore;
24
+ testObject;
25
+ useAcceleratedRaycast;
26
+ allowSlowRaycastFallback = true;
27
+ screenPointFromOffset(ox, oy) {
28
+ if (this.screenPoint === undefined)
29
+ this.screenPoint = new Vector2();
30
+ this.screenPoint.x = ox / window.innerWidth * 2 - 1;
31
+ this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
32
+ }
33
+ /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
34
+ setLayer(layer) {
35
+ layerMaskHelper.set(layer);
36
+ this.layerMask = layerMaskHelper;
37
+ }
38
+ /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
39
+ setMask(mask) {
40
+ if (!this.layerMask)
41
+ this.layerMask = new Layers();
42
+ const lm = this.layerMask;
43
+ if (lm)
44
+ lm.mask = mask;
45
+ else
46
+ this.layerMask = mask;
47
+ }
48
+ }
49
+ export class SphereIntersection {
50
+ distance;
51
+ point;
52
+ object;
53
+ constructor(object, distance, point) {
54
+ this.object = object;
55
+ this.distance = distance;
56
+ this.point = point;
57
+ }
58
+ }
59
+ export class Physics {
60
+ static _raycasting = 0;
61
+ /**
62
+ * Returns true if raycasting is currently happening
63
+ */
64
+ static get raycasting() {
65
+ return this._raycasting > 0;
66
+ }
67
+ /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
68
+ raycastPhysicsFast(origin, direction = undefined, maxDistance = Infinity, solid = true) {
69
+ return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
70
+ }
71
+ /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
72
+ raycastPhysicsFastAndGetNormal(origin, direction = undefined, maxDistance = Infinity, solid = true) {
73
+ return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
74
+ }
75
+ /**@deprecated use this.context.physics.engine.sphereOverlap */
76
+ sphereOverlapPhysics(point, radius) {
77
+ return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
78
+ }
79
+ context;
80
+ engine;
81
+ constructor(context) {
82
+ this.context = context;
83
+ }
84
+ // raycasting
85
+ raycaster = new Raycaster();
86
+ defaultRaycastOptions = new RaycastOptions();
87
+ targetBuffer = new Array(1);
88
+ defaultThresholds = {
89
+ Mesh: {},
90
+ Line: { threshold: -1 },
91
+ LOD: {},
92
+ Points: { threshold: 0 },
93
+ Sprite: {}
94
+ };
95
+ sphereResults = new Array();
96
+ sphereMask = new Layers();
97
+ sphere = new Sphere();
98
+ /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
99
+ * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
100
+ * @param spherePos the center of the sphere in world space
101
+ * @param radius the radius of the sphere
102
+ * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
103
+ * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
104
+ * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
105
+ */
106
+ sphereOverlap(spherePos, radius, traverseChildsAfterHit = true, bvh = false, shouldRaycast = null) {
107
+ this.sphereResults.length = 0;
108
+ if (!this.context.scene)
109
+ return this.sphereResults;
110
+ const mask = this.sphereMask;
111
+ mask.enableAll();
112
+ mask.disable(2);
113
+ for (const ch of this.context.scene.children) {
114
+ this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
115
+ }
116
+ return this.sphereResults.sort((a, b) => a.distance - b.distance);
117
+ }
118
+ raycastFromRay(ray, options = null) {
119
+ const opts = options ?? this.defaultRaycastOptions;
120
+ opts.ray = ray;
121
+ const res = this.raycast(opts);
122
+ // reset the default options ray
123
+ if (opts === this.defaultRaycastOptions)
124
+ opts.ray = undefined;
125
+ return res;
126
+ }
127
+ /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
128
+ * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
129
+ * Raycasting SkinnedMeshes is specially expensive.
130
+ * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
131
+ * @param options raycast options. If null, default options will be used.
132
+ */
133
+ raycast(options = null) {
134
+ if (debugPhysics) {
135
+ performance.mark('raycast.start');
136
+ }
137
+ if (!options)
138
+ options = this.defaultRaycastOptions;
139
+ const mp = options.screenPoint ?? this.context.input.mousePositionRC;
140
+ const rc = options.raycaster ?? this.raycaster;
141
+ rc.near = options.minDistance ?? 0;
142
+ rc.far = options.maxDistance ?? Infinity;
143
+ rc.params = this.defaultThresholds;
144
+ if (options.lineThreshold === undefined)
145
+ options.lineThreshold = -1;
146
+ rc.params.Line = { threshold: options.lineThreshold };
147
+ if (options.ray) {
148
+ rc.ray.copy(options.ray);
149
+ }
150
+ else {
151
+ const cam = options.cam ?? this.context.mainCamera;
152
+ if (!cam) {
153
+ if (debugPhysics)
154
+ console.error("Can not perform raycast - no main camera found");
155
+ if (this.defaultRaycastOptions.results)
156
+ this.defaultRaycastOptions.results.length = 0;
157
+ return this.defaultRaycastOptions.results ?? [];
158
+ }
159
+ const xrCam = this.context.xrCamera;
160
+ if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
161
+ rc.setFromCamera(mp, xrCam.cameras[0]);
162
+ }
163
+ else {
164
+ rc.setFromCamera(mp, cam);
165
+ }
166
+ }
167
+ let targets = options.targets;
168
+ if (!targets) {
169
+ targets = this.targetBuffer;
170
+ targets.length = 1;
171
+ targets[0] = this.context.scene;
172
+ }
173
+ let results = options.results;
174
+ if (this.defaultRaycastOptions.results)
175
+ this.defaultRaycastOptions.results.length = 0;
176
+ if (!results) {
177
+ if (!this.defaultRaycastOptions.results)
178
+ this.defaultRaycastOptions.results = new Array();
179
+ results = this.defaultRaycastOptions.results;
180
+ }
181
+ // layermask
182
+ // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
183
+ if (options.layerMask !== undefined) {
184
+ if (options.layerMask instanceof Layers)
185
+ rc.layers.mask = options.layerMask.mask;
186
+ else
187
+ rc.layers.mask = options.layerMask;
188
+ }
189
+ else {
190
+ rc.layers.enableAll();
191
+ rc.layers.disable(2);
192
+ }
193
+ if (debugPhysics) {
194
+ // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
195
+ console.time("raycast");
196
+ }
197
+ // shoot
198
+ results.length = 0;
199
+ Physics._raycasting++;
200
+ this.intersect(this.raycaster, targets, results, options);
201
+ results.sort((a, b) => a.distance - b.distance);
202
+ // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
203
+ const ignorelist = options.ignore;
204
+ if (ignorelist !== undefined && ignorelist.length > 0) {
205
+ results = results.filter(r => !ignorelist.includes(r.object));
206
+ }
207
+ Physics._raycasting--;
208
+ if (debugPhysics) {
209
+ console.timeEnd("raycast");
210
+ console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
211
+ performance.mark('raycast.end');
212
+ performance.measure('raycast', 'raycast.start', 'raycast.end');
213
+ }
214
+ return results;
215
+ }
216
+ intersect(raycaster, objects, results, options) {
217
+ for (const obj of objects) {
218
+ // handle case where null or undefined object is in the scene
219
+ if (!obj)
220
+ continue;
221
+ // dont raycast invisible objects
222
+ if (obj.visible === false)
223
+ continue;
224
+ if (Gizmos.isGizmo(obj))
225
+ continue;
226
+ // dont raycast object if it's a line and the line threshold is < 0
227
+ if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
228
+ if (obj instanceof Line) {
229
+ continue;
230
+ }
231
+ }
232
+ let shouldIntersectObject = true;
233
+ const mesh = obj;
234
+ const geo = mesh.geometry;
235
+ if (obj.raycastAllowed === false) {
236
+ shouldIntersectObject = false;
237
+ }
238
+ // We need to run this first because of "EventSystem.testObject" implementation
239
+ if (shouldIntersectObject && options.testObject) {
240
+ const testResult = options.testObject?.(obj);
241
+ if (testResult === false) {
242
+ continue;
243
+ }
244
+ else if (testResult === "continue in children") {
245
+ shouldIntersectObject = false;
246
+ }
247
+ }
248
+ else if (shouldIntersectObject) {
249
+ if (!geo) {
250
+ shouldIntersectObject = false;
251
+ }
252
+ // check if the geometry is valid
253
+ else if (!canRaycastGeometry(geo)) {
254
+ shouldIntersectObject = false;
255
+ }
256
+ }
257
+ if (shouldIntersectObject) {
258
+ const lastResultsCount = results.length;
259
+ const preference = obj.raycastPreference || "lod";
260
+ let usePrecise = preference !== "bounds";
261
+ if (options.precise === false)
262
+ usePrecise = false;
263
+ if (geo)
264
+ usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
265
+ if (mesh instanceof GroundedSkybox) {
266
+ usePrecise = false;
267
+ }
268
+ if (preference === "lod") {
269
+ const raycastMesh = getRaycastMesh(obj);
270
+ if (raycastMesh)
271
+ mesh.geometry = raycastMesh;
272
+ }
273
+ if (!usePrecise && boundsRaycast(mesh, raycaster, results)) {
274
+ // did handle raycast
275
+ }
276
+ else if (options.useAcceleratedRaycast !== false) {
277
+ NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context, options);
278
+ }
279
+ else {
280
+ raycaster.intersectObject(mesh, false, results);
281
+ }
282
+ // Restore
283
+ mesh.geometry = geo;
284
+ // Debug
285
+ if (debugPhysics && results.length != lastResultsCount) {
286
+ const latestResult = results[results.length - 1];
287
+ Gizmos.DrawWireSphere(latestResult.point, .1, 0x770000, 1, false);
288
+ Gizmos.DrawWireMesh({ mesh: obj, depthTest: false, duration: .2, color: 0x770000 });
289
+ }
290
+ }
291
+ if (options.recursive !== false) {
292
+ this.intersect(raycaster, obj.children, results, options);
293
+ }
294
+ }
295
+ return results;
296
+ }
297
+ tempBoundingBox = new Box3();
298
+ intersectSphere(obj, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast) {
299
+ let shouldIntersectObject = obj && obj.isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
300
+ shouldIntersectObject &&= obj.visible;
301
+ shouldIntersectObject &&= !(obj instanceof Line);
302
+ shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
303
+ const mesh = obj;
304
+ const geo = mesh.geometry;
305
+ if (shouldIntersectObject && shouldRaycast) {
306
+ const testResult = shouldRaycast(obj);
307
+ if (testResult === false) {
308
+ return;
309
+ }
310
+ else if (testResult === "continue in children") {
311
+ shouldIntersectObject = false;
312
+ }
313
+ }
314
+ // check if geometry exists
315
+ if (!geo) {
316
+ shouldIntersectObject = false;
317
+ }
318
+ // check if the geometry is valid
319
+ else if (!canRaycastGeometry(geo)) {
320
+ shouldIntersectObject = false;
321
+ }
322
+ if (shouldIntersectObject) {
323
+ if (useBvh) {
324
+ const sphere = this.sphere;
325
+ sphere.center.copy(spherePos);
326
+ sphere.radius = radius;
327
+ const previousResults = results.length;
328
+ NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context, {});
329
+ if (previousResults != results.length && !traverseChildsAfterHit) {
330
+ return;
331
+ }
332
+ }
333
+ // Classic sphere intersection test
334
+ else {
335
+ if (!geo.boundingBox)
336
+ geo.computeBoundingBox();
337
+ if (geo.boundingBox) {
338
+ if (mesh.matrixWorldNeedsUpdate)
339
+ mesh.updateWorldMatrix(false, false);
340
+ const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
341
+ const sphere = this.sphere;
342
+ sphere.center.copy(spherePos);
343
+ sphere.radius = radius;
344
+ if (sphere.intersectsBox(test)) {
345
+ const wp = getWorldPosition(obj);
346
+ const dist = wp.distanceTo(sphere.center);
347
+ const int = new SphereIntersection(obj, dist, wp);
348
+ results.push(int);
349
+ if (!traverseChildsAfterHit)
350
+ return;
351
+ }
352
+ }
353
+ }
354
+ }
355
+ if (obj.children) {
356
+ for (const ch of obj.children) {
357
+ const len = results.length;
358
+ this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
359
+ if (len != results.length && !traverseChildsAfterHit)
360
+ return;
361
+ }
362
+ }
363
+ }
364
+ }
365
+ /**
366
+ * See https://linear.app/needle/issue/NE-5524
367
+ * @returns true if the geometry can be raycasted
368
+ */
369
+ function canRaycastGeometry(geo) {
370
+ // if the geometry has an index buffer but no indices, we can't raycast
371
+ if (geo.index && geo.index.array.length < 3)
372
+ return false;
373
+ // we might want to test if the geometry has a position buffer
374
+ return true;
375
+ }
376
+ const tempSphere = new Sphere();
377
+ const tempPlane = new Plane();
378
+ const normalUpMatrix = new Matrix3();
379
+ /**
380
+ * @returns false if custom raycasting can not run, otherwise true
381
+ */
382
+ function boundsRaycast(mesh, raycaster, results) {
383
+ const originalComputeIntersectionsFn = mesh["_computeIntersections"];
384
+ if (!originalComputeIntersectionsFn) {
385
+ return false;
386
+ }
387
+ // compute custom intersection, check if a custom method already exists
388
+ let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
389
+ if (!computeCustomIntersectionFn) {
390
+ // create and bind a custom method once to the mesh object
391
+ // TODO: maybe we want to add this to the prototype instead
392
+ computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster, intersects, _rayLocalSpace) {
393
+ const self = this;
394
+ const boundingSphere = self.geometry.boundingSphere;
395
+ if (boundingSphere) {
396
+ if (self instanceof GroundedSkybox) {
397
+ tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
398
+ tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
399
+ const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
400
+ if (point) {
401
+ tempSphere.copy(boundingSphere);
402
+ tempSphere.applyMatrix4(self.matrixWorld);
403
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
404
+ const distance = dir.length();
405
+ const groundProjectionFloorRadius = tempSphere.radius * .5;
406
+ if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
407
+ intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
408
+ }
409
+ return;
410
+ }
411
+ tempSphere.copy(boundingSphere);
412
+ tempSphere.applyMatrix4(self.matrixWorld);
413
+ const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
414
+ if (point) {
415
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
416
+ const distance = dir.length();
417
+ // Ignore hits when we're inside the sphere
418
+ if (distance > tempSphere.radius) {
419
+ const normal = dir.clone().normalize();
420
+ intersects.push({ distance: distance, point, object: self, normal });
421
+ }
422
+ }
423
+ }
424
+ };
425
+ }
426
+ mesh["_computeIntersections"] = computeCustomIntersectionFn;
427
+ raycaster.intersectObject(mesh, false, results);
428
+ mesh["_computeIntersections"] = originalComputeIntersectionsFn;
429
+ return true;
430
+ }
431
+ var NEMeshBVH;
432
+ (function (NEMeshBVH) {
433
+ let failedToCreateMeshBVHWorker = 0;
434
+ function runMeshBVHRaycast(method, mesh, results, context, options) {
435
+ if (!mesh.geometry) {
436
+ return false;
437
+ }
438
+ // Completely prevent raycasting on object that has no position
439
+ if (!mesh.geometry.hasAttribute('position')) {
440
+ return false;
441
+ }
442
+ // The code below handles generating the mesh bvh structure that is used for raycasting
443
+ // We first try to setup workers so it can run off the main thread
444
+ const geom = mesh.geometry;
445
+ if (mesh?.isSkinnedMesh) {
446
+ const skinnedMesh = mesh;
447
+ const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
448
+ if (!skinnedMesh.staticGenerator) {
449
+ loadMeshBVHLibrary();
450
+ if (_StaticGeometryGenerator) {
451
+ skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
452
+ skinnedMesh.staticGenerator.applyWorldTransforms = false;
453
+ skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
454
+ geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
455
+ skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
456
+ skinnedMesh.bvhNeedsUpdate = true;
457
+ }
458
+ }
459
+ else if (geom.boundsTree && ((skinnedMesh.autoUpdateMeshBvhInterval !== undefined && skinnedMesh.autoUpdateMeshBvhInterval >= 0) || skinnedMeshBVHNeedsUpdate === true)) {
460
+ // automatically refit the tree every 300ms
461
+ const now = performance.now();
462
+ const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate;
463
+ const interval = skinnedMesh.autoUpdateMeshBvhInterval ?? 100;
464
+ if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > interval) {
465
+ if (debugPhysics)
466
+ console.warn(`Physics: updating skinned mesh bvh for ${mesh.name} after ${timeSinceLastUpdate.toFixed(2)}ms`);
467
+ skinnedMesh.bvhNeedsUpdate = false;
468
+ skinnedMesh.staticGeometryLastUpdate = now;
469
+ skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
470
+ geom.boundsTree.refit();
471
+ }
472
+ }
473
+ }
474
+ else if (!geom.boundsTree) {
475
+ // Try to generate the bvh on a worker
476
+ if (!didSetupWorker)
477
+ internalSetupWorker();
478
+ let canUseWorker = true;
479
+ if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
480
+ canUseWorker = false;
481
+ }
482
+ else if (geom[canUseWorkerSymbol] === false) {
483
+ canUseWorker = false;
484
+ }
485
+ else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
486
+ || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
487
+ canUseWorker = false;
488
+ }
489
+ else if (failedToCreateMeshBVHWorker > 10) {
490
+ // if we failed to create a worker multiple times, don't try again
491
+ canUseWorker = false;
492
+ }
493
+ // if we have a worker use that
494
+ if (canUseWorker && _GenerateMeshBVHWorker) {
495
+ if (geom[workerTaskSymbol] === undefined) {
496
+ // get available worker
497
+ let workerInstance = null;
498
+ // if there are workers available, use one
499
+ if (availableWorkers.length > 0) {
500
+ const available = availableWorkers.shift();
501
+ if (available && !available.running) {
502
+ workerInstance = available;
503
+ }
504
+ }
505
+ // if there are no workers available, create a new one
506
+ if (!workerInstance && workerInstances.length < 3) {
507
+ try {
508
+ workerInstance = new _GenerateMeshBVHWorker();
509
+ workerInstances.push(workerInstance);
510
+ }
511
+ catch (err) {
512
+ const isSecurityError = err instanceof DOMException && err.name === "SecurityError";
513
+ if (isSecurityError) {
514
+ console.warn("Failed to create MeshBVH worker, falling back to main thread generation. This can happen when running from file://, if the browser does not support workers or if the browser is blocking workers for other reasons.");
515
+ console.debug(err);
516
+ failedToCreateMeshBVHWorker += 10;
517
+ }
518
+ else {
519
+ console.error("Failed to create MeshBVH worker");
520
+ console.debug(err);
521
+ }
522
+ failedToCreateMeshBVHWorker++;
523
+ }
524
+ }
525
+ if (workerInstance != null && !workerInstance.running) {
526
+ const name = mesh.name;
527
+ if (debugPhysics)
528
+ console.log("<<<< worker start", name, workerInstance);
529
+ geom[workerTaskSymbol] = "queued";
530
+ performance.mark("bvh.create.start");
531
+ // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
532
+ // see https://linear.app/needle/issue/NE-5602
533
+ // Additionally normal raycasts stop working if we don't clone the geometry
534
+ const copy = geom.clone();
535
+ try {
536
+ workerInstance.generate(copy)
537
+ .then(bvh => {
538
+ geom[workerTaskSymbol] = "done";
539
+ geom.boundsTree = bvh;
540
+ })
541
+ .catch(err => {
542
+ geom[workerTaskSymbol] = "failed - " + err?.message;
543
+ geom[canUseWorkerSymbol] = false;
544
+ if (debugPhysics)
545
+ console.error("Failed to generate mesh bvh on worker", err);
546
+ })
547
+ .finally(() => {
548
+ if (debugPhysics)
549
+ console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
550
+ availableWorkers.push(workerInstance);
551
+ copy.dispose();
552
+ performance.mark("bvh.create.end");
553
+ performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
554
+ });
555
+ }
556
+ catch (err) {
557
+ console.error("Failed to generate mesh bvh on worker", err);
558
+ }
559
+ }
560
+ else {
561
+ // we don't want to generate the BVH on the main thread unless workers are not supported
562
+ // If all workers are currently running we need to run a "slow" raycast
563
+ if (debugPhysics)
564
+ console.warn("No worker available");
565
+ }
566
+ }
567
+ }
568
+ // Fallback to sync bvh generation if workers are not available
569
+ else if (!isRequestingWorker || !canUseWorker) {
570
+ loadMeshBVHLibrary();
571
+ if (_MeshBVH) {
572
+ performance.mark("bvh.create.start");
573
+ geom.boundsTree = new _MeshBVH(geom);
574
+ performance.mark("bvh.create.end");
575
+ performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
576
+ }
577
+ }
578
+ }
579
+ if (method instanceof Raycaster) {
580
+ const raycaster = method;
581
+ // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
582
+ // We do need to set the accelerated raycast method (bind it once)
583
+ // We could also override it on the prototype - not sure if it's more performant but then it would always run
584
+ const raycastMesh = mesh.raycast;
585
+ if (geom.boundsTree) {
586
+ loadMeshBVHLibrary();
587
+ if (_acceleratedRaycast) {
588
+ // bind the raycast to the mesh
589
+ if (!mesh.acceleratedRaycast) {
590
+ mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh);
591
+ if (debugPhysics)
592
+ console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
593
+ }
594
+ mesh.raycast = mesh.acceleratedRaycast;
595
+ }
596
+ }
597
+ else {
598
+ if (debugPhysics)
599
+ console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
600
+ if (options.allowSlowRaycastFallback === false) {
601
+ const vertices = geom.getAttribute("position")?.array?.length ?? 0;
602
+ if (vertices > 2000) {
603
+ if (debugPhysics)
604
+ console.warn("Skipping raycast because no bounds tree is available and allowSlowRaycastFallback is false");
605
+ return false;
606
+ }
607
+ }
608
+ }
609
+ const prevFirstHitOnly = raycaster.firstHitOnly;
610
+ raycaster.firstHitOnly = false;
611
+ raycaster.intersectObject(mesh, false, results);
612
+ raycaster.firstHitOnly = prevFirstHitOnly;
613
+ mesh.raycast = raycastMesh;
614
+ return true;
615
+ }
616
+ else if (method instanceof Sphere) {
617
+ const bvh = geom.boundsTree;
618
+ if (bvh) {
619
+ const sphere = method;
620
+ // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
621
+ invMat.copy(mesh.matrixWorld).invert();
622
+ sphere.applyMatrix4(invMat);
623
+ const intersects = bvh.intersectsSphere(sphere);
624
+ if (intersects) {
625
+ // console.log(intersects, mesh.name);
626
+ const worldpos = getWorldPosition(mesh);
627
+ const distance = worldpos.distanceTo(sphere.center);
628
+ const intersection = new SphereIntersection(mesh, distance, worldpos);
629
+ results.push(intersection);
630
+ }
631
+ }
632
+ return true;
633
+ }
634
+ return false;
635
+ }
636
+ NEMeshBVH.runMeshBVHRaycast = runMeshBVHRaycast;
637
+ let didLoadMeshBVHLibrary = false;
638
+ let _acceleratedRaycast = null;
639
+ let _MeshBVH = null;
640
+ let _StaticGeometryGenerator = null;
641
+ let _computeBoundsTree = null;
642
+ function loadMeshBVHLibrary() {
643
+ if (didLoadMeshBVHLibrary)
644
+ return;
645
+ didLoadMeshBVHLibrary = true;
646
+ import("three-mesh-bvh").then(res => {
647
+ _acceleratedRaycast = res.acceleratedRaycast;
648
+ _MeshBVH = res.MeshBVH;
649
+ _StaticGeometryGenerator = res.StaticGeometryGenerator;
650
+ _computeBoundsTree = res.computeBoundsTree;
651
+ }).catch(_err => {
652
+ if (debugPhysics || isDevEnvironment()) {
653
+ console.error("Failed to load BVH library...", _err.message);
654
+ }
655
+ });
656
+ }
657
+ const invMat = new Matrix4();
658
+ /** True after the worker has been requested for the first time */
659
+ let didSetupWorker = false;
660
+ /** True while the worker is being requested */
661
+ let isRequestingWorker = false;
662
+ let _GenerateMeshBVHWorker = null;
663
+ const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
664
+ const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
665
+ const workerInstances = [];
666
+ const availableWorkers = [];
667
+ function internalSetupWorker() {
668
+ didSetupWorker = true;
669
+ isRequestingWorker = true;
670
+ // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
671
+ import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
672
+ .then(res => {
673
+ _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
674
+ })
675
+ .catch(_err => {
676
+ if (debugPhysics || isDevEnvironment()) {
677
+ console.warn("Failed to setup mesh bvh worker");
678
+ }
679
+ else {
680
+ console.debug("Failed to setup mesh bvh worker", _err);
681
+ }
682
+ })
683
+ .finally(() => {
684
+ isRequestingWorker = false;
685
+ });
686
+ }
687
+ })(NEMeshBVH || (NEMeshBVH = {}));
692
688
  //# sourceMappingURL=engine_physics.js.map