@needle-tools/engine 4.13.1 → 4.14.0-next.31f837e

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 (106) hide show
  1. package/components.needle.json +1 -1
  2. package/dist/generateMeshBVH.worker-DFcS3P04.js +21 -0
  3. package/dist/gltf-progressive-8voIgNp_.js +1528 -0
  4. package/dist/gltf-progressive-BRRBj-nY.umd.cjs +10 -0
  5. package/dist/gltf-progressive-Dkh3tG4-.min.js +10 -0
  6. package/dist/loader.worker-C6cXDgR1.js +23 -0
  7. package/dist/{materialx-BF23AVE8.umd.cjs → materialx-CxlgposR.umd.cjs} +1 -1
  8. package/dist/{materialx-fkoFuRh3.js → materialx-D66rYPqe.js} +2 -2
  9. package/dist/{materialx-B9ddsHcF.min.js → materialx-Dx8st96L.min.js} +1 -1
  10. package/dist/{needle-engine.bundle-tjI5Fq2c.umd.cjs → needle-engine.bundle-BQXG5qbQ.umd.cjs} +138 -145
  11. package/dist/{needle-engine.bundle-DauZUYl7.js → needle-engine.bundle-Byl5i6zJ.js} +6403 -6164
  12. package/dist/needle-engine.bundle-D7w0XD7M.min.js +1646 -0
  13. package/dist/needle-engine.d.ts +251 -23
  14. package/dist/needle-engine.js +416 -415
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-DdM-tz1j.js → postprocessing-BkSpxpYB.js} +2 -2
  18. package/dist/{postprocessing-BVNrgYZK.min.js → postprocessing-Ce5-UWiA.min.js} +1 -1
  19. package/dist/{postprocessing-CI2TjWpu.umd.cjs → postprocessing-DFVElmAh.umd.cjs} +1 -1
  20. package/dist/{three-BW2s1Yl-.umd.cjs → three-Bad8p1pf.umd.cjs} +46 -46
  21. package/dist/{three-I__hSXzr.min.js → three-CWn13_u1.min.js} +33 -33
  22. package/dist/{three-VvRoMeIN.js → three-DFV1-P9z.js} +4209 -4209
  23. package/dist/{three-examples-BhfOE7NG.js → three-examples-43yqn3mL.js} +1 -1
  24. package/dist/{three-examples-Bpfu6ke_.umd.cjs → three-examples-CO-tx3Sp.umd.cjs} +1 -1
  25. package/dist/{three-examples-D8zAE_7t.min.js → three-examples-DKuJVGT4.min.js} +1 -1
  26. package/dist/{three-mesh-ui-BU55xDxJ.umd.cjs → three-mesh-ui-ChzVOraf.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-C3QbemOV.min.js → three-mesh-ui-DyEA5HQF.min.js} +1 -1
  28. package/dist/{three-mesh-ui-CcMp-FQm.js → three-mesh-ui-fSAQJxdI.js} +1 -1
  29. package/dist/{vendor-COVQl0b8.umd.cjs → vendor-B51YffMU.umd.cjs} +1 -1
  30. package/dist/{vendor-BiyIZ61v.js → vendor-CgpZ5ivC.js} +1 -1
  31. package/dist/{vendor-DW7zqjuT.min.js → vendor-pe19S9r5.min.js} +1 -1
  32. package/lib/engine/api.d.ts +1 -0
  33. package/lib/engine/api.js +1 -0
  34. package/lib/engine/api.js.map +1 -1
  35. package/lib/engine/engine_context.js +12 -2
  36. package/lib/engine/engine_context.js.map +1 -1
  37. package/lib/engine/engine_lightdata.js +8 -6
  38. package/lib/engine/engine_lightdata.js.map +1 -1
  39. package/lib/engine/engine_materialpropertyblock.d.ts +47 -0
  40. package/lib/engine/engine_materialpropertyblock.js +412 -0
  41. package/lib/engine/engine_materialpropertyblock.js.map +1 -0
  42. package/lib/engine/engine_utils.d.ts +1 -0
  43. package/lib/engine/engine_utils.js +1 -0
  44. package/lib/engine/engine_utils.js.map +1 -1
  45. package/lib/engine/engine_utils_screenshot.d.ts +171 -14
  46. package/lib/engine/engine_utils_screenshot.js +65 -0
  47. package/lib/engine/engine_utils_screenshot.js.map +1 -1
  48. package/lib/engine/engine_utils_screenshot.xr.d.ts +1 -1
  49. package/lib/engine/engine_utils_screenshot.xr.js +1 -1
  50. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +3 -0
  51. package/lib/engine/extensions/NEEDLE_techniques_webgl.js.map +1 -1
  52. package/lib/engine/xr/NeedleXRSession.d.ts +5 -0
  53. package/lib/engine/xr/NeedleXRSession.js +5 -0
  54. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  55. package/lib/engine-components/ReflectionProbe.d.ts +0 -1
  56. package/lib/engine-components/ReflectionProbe.js +15 -76
  57. package/lib/engine-components/ReflectionProbe.js.map +1 -1
  58. package/lib/engine-components/RendererLightmap.d.ts +13 -9
  59. package/lib/engine-components/RendererLightmap.js +68 -81
  60. package/lib/engine-components/RendererLightmap.js.map +1 -1
  61. package/lib/engine-components/SeeThrough.js.map +1 -1
  62. package/lib/engine-components/VideoPlayer.js +6 -0
  63. package/lib/engine-components/VideoPlayer.js.map +1 -1
  64. package/lib/engine-components/utils/OpenURL.d.ts +1 -0
  65. package/lib/engine-components/utils/OpenURL.js +1 -0
  66. package/lib/engine-components/utils/OpenURL.js.map +1 -1
  67. package/lib/engine-components/web/CursorFollow.d.ts +1 -0
  68. package/lib/engine-components/web/CursorFollow.js +1 -0
  69. package/lib/engine-components/web/CursorFollow.js.map +1 -1
  70. package/lib/engine-components/web/ScrollFollow.d.ts +1 -0
  71. package/lib/engine-components/web/ScrollFollow.js +1 -0
  72. package/lib/engine-components/web/ScrollFollow.js.map +1 -1
  73. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +9 -0
  74. package/lib/engine-components/webxr/WebARCameraBackground.js +9 -0
  75. package/lib/engine-components/webxr/WebARCameraBackground.js.map +1 -1
  76. package/lib/engine-components/webxr/WebXR.d.ts +1 -0
  77. package/lib/engine-components/webxr/WebXR.js +1 -0
  78. package/lib/engine-components/webxr/WebXR.js.map +1 -1
  79. package/package.json +4 -4
  80. package/plugins/vite/build-pipeline.js +16 -2
  81. package/src/engine/api.ts +1 -0
  82. package/src/engine/engine_context.ts +17 -3
  83. package/src/engine/engine_lightdata.ts +8 -6
  84. package/src/engine/engine_materialpropertyblock.ts +500 -0
  85. package/src/engine/engine_utils.ts +1 -0
  86. package/src/engine/engine_utils_screenshot.ts +241 -17
  87. package/src/engine/engine_utils_screenshot.xr.ts +1 -1
  88. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +3 -0
  89. package/src/engine/xr/NeedleXRSession.ts +5 -0
  90. package/src/engine-components/ContactShadows.ts +1 -1
  91. package/src/engine-components/ReflectionProbe.ts +17 -89
  92. package/src/engine-components/RendererLightmap.ts +76 -87
  93. package/src/engine-components/SeeThrough.ts +2 -2
  94. package/src/engine-components/VideoPlayer.ts +6 -0
  95. package/src/engine-components/utils/OpenURL.ts +1 -0
  96. package/src/engine-components/web/CursorFollow.ts +1 -0
  97. package/src/engine-components/web/ScrollFollow.ts +1 -0
  98. package/src/engine-components/webxr/WebARCameraBackground.ts +12 -3
  99. package/src/engine-components/webxr/WebXR.ts +1 -0
  100. package/dist/generateMeshBVH.worker-iyfPIK6R.js +0 -21
  101. package/dist/gltf-progressive-BURrJW0U.umd.cjs +0 -8
  102. package/dist/gltf-progressive-DHLDFNvQ.min.js +0 -8
  103. package/dist/gltf-progressive-eiJCrjLb.js +0 -1400
  104. package/dist/loader.worker-C1GG9A7C.js +0 -23
  105. package/dist/needle-engine.bundle-BNIUpreS.min.js +0 -1653
  106. package/src/include/three/DragControls.js +0 -232
@@ -1,22 +1,19 @@
1
1
  import { NEEDLE_progressive } from "@needle-tools/gltf-progressive";
2
- import { Group, Material, Mesh, MeshPhysicalMaterial, Object3D, ShaderMaterial, Texture, Vector4, WebGLProgramParametersWithUniforms } from "three";
2
+ import { Group, Mesh, Object3D, ShaderMaterial, Texture, Vector2, Vector4 } from "three";
3
3
 
4
4
  import type { Context } from "../engine/engine_setup.js";
5
5
  import { getParam } from "../engine/engine_utils.js";
6
+ import { MaterialPropertyBlock } from "../engine/engine_materialpropertyblock.js";
6
7
  import { type Renderer } from "./Renderer.js";
7
8
 
8
9
  const debug = getParam("debuglightmaps");
9
10
 
10
- declare type MaterialWithLightmap = Material & { lightMap?: Texture | null };
11
-
12
- let cloningCounter = 0;
13
-
14
- const $lightmapVersion = Symbol("lightmap-material-version");
11
+ const $lightmapKey = Symbol("lightmapKey");
15
12
 
16
13
 
17
14
  /**
18
15
  * This component is automatically added by the {@link Renderer} component if the object has lightmap uvs AND we have a lightmap.
19
- *
16
+ *
20
17
  * @category Rendering
21
18
  * @group Components
22
19
  */
@@ -29,9 +26,13 @@ export class RendererLightmap {
29
26
  if (tex !== this.lightmapTexture) {
30
27
  this.lightmapTexture = tex;
31
28
  this.applyLightmap();
29
+ this.updatePropertyBlockTexture();
32
30
  if (this.lightmapTexture) {
33
31
  NEEDLE_progressive.assignTextureLOD(this.lightmapTexture, 0).then(res => {
34
- if ((res as Texture)?.isTexture) this.lightmapTexture = res as Texture;
32
+ if ((res as Texture)?.isTexture) {
33
+ this.lightmapTexture = res as Texture;
34
+ this.updatePropertyBlockTexture();
35
+ }
35
36
  })
36
37
  }
37
38
  }
@@ -41,13 +42,12 @@ export class RendererLightmap {
41
42
  private lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
42
43
 
43
44
  private readonly renderer: Renderer;
44
- private readonly clonedMaterials = new Array<Material>();
45
+ private _isApplied: boolean = false;
45
46
 
46
47
  private get context(): Context { return this.renderer.context; }
47
48
  private get gameObject() { return this.renderer.gameObject; }
49
+
48
50
  private lightmapTexture: Texture | null = null;
49
- private lightmapScaleOffsetUniform = { value: new Vector4(1, 1, 0, 0) };
50
- private lightmapUniform: { value: Texture | null } = { value: null };
51
51
 
52
52
  constructor(renderer: Renderer) {
53
53
  this.renderer = renderer;
@@ -60,7 +60,10 @@ export class RendererLightmap {
60
60
  this.lightmapScaleOffset = lightmapScaleOffset;
61
61
  this.lightmapTexture = lightmapTexture;
62
62
  NEEDLE_progressive.assignTextureLOD(lightmapTexture, 0).then(res => {
63
- if ((res as Texture)?.isTexture) this.lightmapTexture = res as Texture;
63
+ if ((res as Texture)?.isTexture) {
64
+ this.lightmapTexture = res as Texture;
65
+ this.updatePropertyBlockTexture();
66
+ }
64
67
  })
65
68
  if (debug == "show") {
66
69
  console.log("Lightmap:", this.gameObject.name, lightmapIndex, "\nScaleOffset:", lightmapScaleOffset, "\nTexture:", lightmapTexture)
@@ -70,18 +73,18 @@ export class RendererLightmap {
70
73
  this.applyLightmap();
71
74
  }
72
75
 
73
- updateLightmapUniforms(material: Material) {
74
- const uniforms = material["uniforms"];
75
- if (uniforms && uniforms.lightmap) {
76
- this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
77
- uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
78
- }
76
+ updateLightmapUniforms(_material: any) {
79
77
  }
80
78
 
81
79
  /**
82
- * Apply the lightmap to the object. This will clone the material and set the lightmap texture and scale/offset
80
+ * Apply the lightmap to the object using MaterialPropertyBlock instead of cloning materials.
81
+ * The lightmap texture and its per-object UV transform are set as overrides via PropertyBlock.
82
+ * Three.js reads material.lightMap to determine shader defines and upload uniforms,
83
+ * and uses texture.offset/repeat to compute lightMapTransform in the vertex shader.
83
84
  */
84
85
  applyLightmap() {
86
+ if (this._isApplied) return;
87
+
85
88
  if (this.gameObject.type === "Object3D") {
86
89
  if (debug)
87
90
  console.warn("Can not add lightmap. Is this object missing a renderer?", this.gameObject.name);
@@ -91,23 +94,61 @@ export class RendererLightmap {
91
94
  const mesh = this.gameObject as unknown as (Mesh | Group);
92
95
  this.ensureLightmapUvs(mesh);
93
96
 
94
- for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
95
-
96
- const mat = this.renderer.sharedMaterials[i];
97
- if (!mat) continue;
98
- const newMat = this.ensureLightmapMaterial(mat, i);
99
- if (mat !== newMat) {
100
- this.renderer.sharedMaterials[i] = newMat;
97
+ if (this.lightmapIndex >= 0 && this.lightmapTexture) {
98
+ this.lightmapTexture.channel = 1;
99
+ const so = this.lightmapScaleOffset;
100
+ for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
101
+ const mat = this.renderer.sharedMaterials[i];
102
+ if (!mat) continue;
103
+
104
+ // If the material doesn't support lightmaps, skip it
105
+ if (mat["lightMap"] === undefined) continue;
106
+
107
+ if (debug) console.log("Setting lightmap on material", mat.name, "for renderer", this.renderer.name);
108
+
109
+ // Use property block to set lightMap with per-object UV transform.
110
+ // The texture transform differentiates cache keys per object and
111
+ // PropertyBlock handles save/restore of the shared texture's offset/repeat.
112
+ const propertyBlock = MaterialPropertyBlock.get(this.gameObject);
113
+ propertyBlock.setOverride("lightMap", this.lightmapTexture, {
114
+ offset: new Vector2(so.z, 1 - so.y - so.w),
115
+ repeat: new Vector2(so.x, so.y)
116
+ });
117
+
118
+ (mat as any)[$lightmapKey] = true;
101
119
  }
120
+
121
+ this._isApplied = true;
102
122
  }
123
+ }
103
124
 
104
- if (this.lightmapIndex >= 0 && this.lightmapTexture) {
105
- // always on channel 1 for now. We could optimize this by passing the correct lightmap index along
106
- this.lightmapTexture.channel = 1;
107
- for (const mat of this.renderer.sharedMaterials) {
108
- if (mat) this.assignLightmapTexture(mat);
125
+ /** Update the lightMap override on all property blocks (e.g. after LOD swap) */
126
+ private updatePropertyBlockTexture() {
127
+ if (!this._isApplied || !this.lightmapTexture) return;
128
+ this.lightmapTexture.channel = 1;
129
+ const so = this.lightmapScaleOffset;
130
+ const propertyBlock = MaterialPropertyBlock.get(this.gameObject);
131
+ propertyBlock.setOverride("lightMap", this.lightmapTexture, {
132
+ offset: new Vector2(so.z, 1 - so.y - so.w),
133
+ repeat: new Vector2(so.x, so.y)
134
+ });
135
+ }
136
+
137
+ /**
138
+ * Remove the lightmap from the object
139
+ */
140
+ onUnset() {
141
+ for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
142
+ const mat = this.renderer.sharedMaterials[i];
143
+ if (mat) {
144
+ delete (mat as any)[$lightmapKey];
109
145
  }
110
146
  }
147
+ const block = MaterialPropertyBlock.get(this.gameObject);
148
+ if (block) {
149
+ block.clearOverride("lightMap");
150
+ block.clearOverride("lightMapIntensity");
151
+ }
111
152
  }
112
153
 
113
154
  private ensureLightmapUvs(object: Object3D | Group | Mesh) {
@@ -123,59 +164,8 @@ export class RendererLightmap {
123
164
  }
124
165
  }
125
166
 
126
- private ensureLightmapMaterial(material: Material, index: number) {
127
- if (!material.userData) material.userData = {};
128
- // if (material instanceof MeshPhysicalMaterial) {
129
- // return material;
130
- // }
131
- // check if the material version has changed and only then clone the material
132
- if (this.clonedMaterials[index] !== material) {
133
- if (debug) {
134
- ++cloningCounter;
135
- if (cloningCounter++ < 1000) {
136
- console.warn(`Cloning material for lightmap ${this.renderer.name}: '${material.name}'`);
137
- }
138
- else if (cloningCounter === 1000) {
139
- console.warn(`Further material cloning for lightmaps suppressed to avoid flooding the console.`);
140
- }
141
- }
142
- const mat: Material = material.clone();
143
- if (!mat.name?.includes("(lightmap)")) mat.name = material.name + " (lightmap)";
144
- material = mat;
145
- material.onBeforeCompile = this.onBeforeCompile;
146
- this.clonedMaterials[index] = material;
147
-
148
- }
149
- return material;
150
- }
151
-
152
- private assignLightmapTexture(material: MaterialWithLightmap) {
153
- if (!material) return;
154
- if (material instanceof MeshPhysicalMaterial && material.transmission > 0) {
155
- return;
156
- }
157
- const hasChanged = material.lightMap !== this.lightmapTexture || material[$lightmapVersion] !== material.version;
158
- if (!hasChanged) {
159
- return;
160
- }
161
-
162
- if (debug) console.log(`Assigning lightmap texture ${this.renderer.name}: '${material.name}' (${material.version} ${material[$lightmapVersion]})`);
163
-
164
- // assign the lightmap
165
- material.lightMap = this.lightmapTexture;
166
- material.needsUpdate = true;
167
- // store the version of the material
168
- material[$lightmapVersion] = material.version;
169
- }
170
-
171
- private onBeforeCompile = (shader: WebGLProgramParametersWithUniforms, _) => {
172
- if (debug === "verbose") console.log("Lightmaps, before compile\n", shader)
173
- this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
174
- this.lightmapUniform.value = this.lightmapTexture;
175
- shader.uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
176
- }
177
-
178
167
  private setLightmapDebugMaterial() {
168
+ const so = this.lightmapScaleOffset;
179
169
 
180
170
  // debug lightmaps
181
171
  this.gameObject["material"] = new ShaderMaterial({
@@ -190,7 +180,6 @@ export class RendererLightmap {
190
180
  fragmentShader: `
191
181
  uniform sampler2D lightMap;
192
182
  uniform float lightMapIntensity;
193
- uniform vec4 lightmapScaleOffset;
194
183
  varying vec2 vUv1;
195
184
 
196
185
  // took from threejs 05fc79cd52b79e8c3e8dec1e7dca72c5c39983a4
@@ -199,8 +188,8 @@ export class RendererLightmap {
199
188
  }
200
189
 
201
190
  void main() {
202
- vec2 lUv = vUv1.xy * lightmapScaleOffset.xy + vec2(lightmapScaleOffset.z, (1. - (lightmapScaleOffset.y + lightmapScaleOffset.w)));
203
-
191
+ vec2 lUv = vUv1.xy * vec2(${so.x.toFixed(6)}, ${so.y.toFixed(6)}) + vec2(${so.z.toFixed(6)}, ${(1 - so.y - so.w).toFixed(6)});
192
+
204
193
  vec4 lightMapTexel = texture2D( lightMap, lUv);
205
194
  gl_FragColor = lightMapTexel;
206
195
  gl_FragColor.a = 1.;
@@ -209,4 +198,4 @@ export class RendererLightmap {
209
198
  defines: { USE_LIGHTMAP: '' }
210
199
  });
211
200
  }
212
- }
201
+ }
@@ -6,12 +6,12 @@ import { serializable } from "../engine/engine_serialization_decorator.js";
6
6
  import { getTempVector } from "../engine/engine_three_utils.js";
7
7
  import { getParam } from "../engine/engine_utils.js";
8
8
  import { USDObject, USDZExporterContext } from "./api.js";
9
+ import type { Camera } from "./Camera.js";
9
10
  import { Behaviour } from "./Component.js";
10
11
  import { IUSDExporterExtension } from "./export/usdz/Extension.js";
11
12
  import { USDZExporter } from "./export/usdz/USDZExporter.js";
12
- import { Renderer } from "./Renderer.js";
13
- import type { Camera } from "./Camera.js";
14
13
  import type { OrbitControls } from "./OrbitControls.js";
14
+ import { Renderer } from "./Renderer.js";
15
15
 
16
16
  const debugSeeThrough = getParam("debugseethrough");
17
17
 
@@ -604,11 +604,17 @@ export class VideoPlayer extends Behaviour {
604
604
  const videoMaterial = this._videoMaterial as any;
605
605
 
606
606
  if (!this.targetMaterialProperty) {
607
+ if (debug && videoMaterial[fieldName] === undefined) {
608
+ console.warn(`The target material does not have a '${fieldName}' property, video might not render correctly.`);
609
+ }
607
610
  videoMaterial[fieldName] = this._videoTexture;
608
611
  }
609
612
  else {
610
613
  switch (this.targetMaterialProperty) {
611
614
  default:
615
+ if (debug && videoMaterial[this.targetMaterialProperty] === undefined) {
616
+ console.warn(`The target material does not have a '${this.targetMaterialProperty}' property, video might not render correctly.`);
617
+ }
612
618
  videoMaterial[fieldName] = this._videoTexture;
613
619
  break;
614
620
  // doesnt render:
@@ -19,6 +19,7 @@ export enum OpenURLMode {
19
19
  * OpenURL behaviour opens a URL in a new tab or window when the object (or any if it's children) is clicked.
20
20
  *
21
21
  * @category Interactivity
22
+ * @category Web
22
23
  * @group Components
23
24
  */
24
25
  export class OpenURL extends Behaviour implements IPointerClickHandler {
@@ -87,6 +87,7 @@ const debug = getParam("debugcursor");
87
87
  *
88
88
  * @summary Makes objects follow the cursor/touch position in 3D space
89
89
  * @category Interactivity
90
+ * @category Web
90
91
  * @group Components
91
92
  * @component
92
93
  */
@@ -66,6 +66,7 @@ type ScrollFollowEvent = {
66
66
  *
67
67
  * @summary Links scroll position to target objects
68
68
  * @category Web
69
+ * @category Interaction
69
70
  * @group Components
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  * @component
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  */
@@ -22,13 +22,22 @@ import { Behaviour } from "../Component.js";
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  const debug = getParam("debugarcamera");
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  /**
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- * WebARCameraBackground is a component that allows to display the camera feed as a background in an AR session to more easily blend the real world with the virtual world or applying effects to the camera feed.
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- *
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+ * WebARCameraBackground is a component that allows to display the camera feed as a background in an AR session to more easily blend the real world with the virtual world or applying effects to the camera feed.
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+ *
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+ * This component automatically requests `camera-access` permission when entering AR mode, which is required to:
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+ * - Display the real-world camera feed as a background
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+ * - Include the camera feed in AR screenshots taken with {@link screenshot2}
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+ *
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+ * **Note**: If you want to take AR screenshots with the camera feed but don't need to display it as a background,
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+ * you can still add this component to your scene (it will request camera access) or manually request the
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+ * `camera-access` feature in your `onBeforeXR` method.
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+ *
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  * - Example: https://samples.needle.tools/ar-camera-background
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- *
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+ *
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  * @summary Displays the camera feed as background in WebAR sessions
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  * @category XR
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  * @group Components
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+ * @see {@link screenshot2} for taking screenshots in AR (requires camera access for camera feed compositing)
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  */
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  export class WebARCameraBackground extends Behaviour {
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@@ -59,6 +59,7 @@ const debugQuicklook = getParam("debugusdz");
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  * @see {@link XRControllerMovement} for VR locomotion
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  * @see {@link WebARSessionRoot} for AR session configuration
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  * @see {@link Avatar} for networked user avatars
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+ * @see {@link screenshot2} for taking screenshots in XR (including AR camera feed compositing)
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  * @link https://engine.needle.tools/docs/xr.html
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  * @link https://engine.needle.tools/samples/?overlay=samples&tag=xr
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  * @link https://engine.needle.tools/samples/collaborative-sandbox