@needle-tools/engine 4.14.0-beta → 4.14.0-next.52fdb13
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.
- package/CHANGELOG.md +1 -1
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-BW2VusZV.min.js → needle-engine.bundle-BwfaInTa.min.js} +131 -123
- package/dist/{needle-engine.bundle-Cb5bKEqa.umd.cjs → needle-engine.bundle-DJE-Bjpa.umd.cjs} +124 -116
- package/dist/{needle-engine.bundle-D9VPvp5o.js → needle-engine.bundle-TmE5-_na.js} +3457 -3227
- package/dist/needle-engine.d.ts +430 -94
- package/dist/needle-engine.js +570 -569
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/{postprocessing-CctM1XIO.min.js → postprocessing-06AXuvdv.min.js} +2 -2
- package/dist/{postprocessing-DGm6qJ-I.js → postprocessing-CI2x8Cln.js} +2 -2
- package/dist/{postprocessing-Dbl2PJpd.umd.cjs → postprocessing-CPDcA21P.umd.cjs} +2 -2
- package/lib/engine/api.d.ts +203 -18
- package/lib/engine/api.js +271 -18
- package/lib/engine/api.js.map +1 -1
- package/lib/engine/engine_accessibility.d.ts +58 -0
- package/lib/engine/engine_accessibility.js +143 -0
- package/lib/engine/engine_accessibility.js.map +1 -0
- package/lib/engine/engine_context.d.ts +2 -0
- package/lib/engine/engine_context.js +7 -0
- package/lib/engine/engine_context.js.map +1 -1
- package/lib/engine/engine_materialpropertyblock.d.ts +91 -5
- package/lib/engine/engine_materialpropertyblock.js +97 -7
- package/lib/engine/engine_materialpropertyblock.js.map +1 -1
- package/lib/engine/engine_math.d.ts +34 -1
- package/lib/engine/engine_math.js +34 -1
- package/lib/engine/engine_math.js.map +1 -1
- package/lib/engine/engine_networking.js +1 -1
- package/lib/engine/engine_networking.js.map +1 -1
- package/lib/engine/engine_types.d.ts +2 -0
- package/lib/engine/engine_types.js +2 -0
- package/lib/engine/engine_types.js.map +1 -1
- package/lib/engine/webcomponents/icons.js +3 -0
- package/lib/engine/webcomponents/icons.js.map +1 -1
- package/lib/engine/webcomponents/logo-element.d.ts +1 -0
- package/lib/engine/webcomponents/logo-element.js +3 -1
- package/lib/engine/webcomponents/logo-element.js.map +1 -1
- package/lib/engine/webcomponents/needle-button.d.ts +37 -11
- package/lib/engine/webcomponents/needle-button.js +42 -11
- package/lib/engine/webcomponents/needle-button.js.map +1 -1
- package/lib/engine/webcomponents/needle-engine.d.ts +10 -2
- package/lib/engine/webcomponents/needle-engine.js +13 -3
- package/lib/engine/webcomponents/needle-engine.js.map +1 -1
- package/lib/engine-components/Component.d.ts +1 -2
- package/lib/engine-components/Component.js +1 -2
- package/lib/engine-components/Component.js.map +1 -1
- package/lib/engine-components/DragControls.d.ts +1 -0
- package/lib/engine-components/DragControls.js +21 -0
- package/lib/engine-components/DragControls.js.map +1 -1
- package/lib/engine-components/GroundProjection.js.map +1 -1
- package/lib/engine-components/NeedleMenu.d.ts +2 -0
- package/lib/engine-components/NeedleMenu.js +2 -0
- package/lib/engine-components/NeedleMenu.js.map +1 -1
- package/lib/engine-components/Networking.d.ts +28 -3
- package/lib/engine-components/Networking.js +28 -3
- package/lib/engine-components/Networking.js.map +1 -1
- package/lib/engine-components/ReflectionProbe.d.ts +1 -0
- package/lib/engine-components/ReflectionProbe.js +21 -3
- package/lib/engine-components/ReflectionProbe.js.map +1 -1
- package/lib/engine-components/RendererLightmap.js +1 -1
- package/lib/engine-components/RendererLightmap.js.map +1 -1
- package/lib/engine-components/SeeThrough.js +1 -1
- package/lib/engine-components/SeeThrough.js.map +1 -1
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +107 -13
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +167 -30
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js.map +1 -1
- package/lib/engine-components/ui/Button.d.ts +1 -0
- package/lib/engine-components/ui/Button.js +11 -0
- package/lib/engine-components/ui/Button.js.map +1 -1
- package/lib/engine-components/ui/Text.d.ts +1 -0
- package/lib/engine-components/ui/Text.js +11 -0
- package/lib/engine-components/ui/Text.js.map +1 -1
- package/lib/engine-components/web/ViewBox.js.map +1 -1
- package/package.json +2 -2
- package/src/engine/api.ts +371 -19
- package/src/engine/engine_accessibility.ts +178 -0
- package/src/engine/engine_context.ts +9 -0
- package/src/engine/engine_materialpropertyblock.ts +103 -12
- package/src/engine/engine_math.ts +34 -1
- package/src/engine/engine_networking.ts +1 -1
- package/src/engine/engine_types.ts +5 -0
- package/src/engine/webcomponents/icons.ts +3 -0
- package/src/engine/webcomponents/logo-element.ts +4 -1
- package/src/engine/webcomponents/needle-button.ts +44 -13
- package/src/engine/webcomponents/needle-engine.ts +18 -7
- package/src/engine-components/Component.ts +1 -3
- package/src/engine-components/DragControls.ts +29 -4
- package/src/engine-components/GroundProjection.ts +1 -1
- package/src/engine-components/NeedleMenu.ts +5 -3
- package/src/engine-components/Networking.ts +29 -4
- package/src/engine-components/ReflectionProbe.ts +22 -3
- package/src/engine-components/RendererLightmap.ts +1 -1
- package/src/engine-components/SeeThrough.ts +1 -1
- package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +198 -65
- package/src/engine-components/ui/Button.ts +12 -0
- package/src/engine-components/ui/Text.ts +13 -0
- package/src/engine-components/web/ViewBox.ts +3 -3
package/src/engine/api.ts
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*
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* The Engine Core API is the main entry point for Needle Engine functionality.
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* It provides a unified interface for building interactive 3D web experiences
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* with features spanning rendering, physics, networking, XR, and more.
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*
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* ## Quick Start
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* ```typescript
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* import { Context, Behaviour, serializable } from "@needle-tools/engine";
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*
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* class MyComponent extends Behaviour {
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* @serializable()
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* speed: number = 1;
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*
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* update() {
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* this.gameObject.rotateY(this.context.time.deltaTime * this.speed);
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* }
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* }
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* ```
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*
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* ## Module Categories
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*
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* ### Context & Application
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* The {@link Context} class is the central hub that manages the scene, renderer, camera,
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* and all engine systems. Access it via `this.context` in any component.
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* - {@link Context} - Main engine context managing scene, renderer, and systems
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* - {@link ContextRegistry} - Registry for multiple engine contexts
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* - {@link Application} - Application-level utilities and state
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*
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* ### Components & GameObjects
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* Needle Engine uses a component-based architecture similar to Unity.
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* Components are attached to three.js Object3D instances (GameObjects).
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* - {@link addComponent}, {@link getComponent}, {@link removeComponent} - Component management
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* - {@link findObjectOfType}, {@link findObjectsOfType} - Scene queries
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* - {@link instantiate}, {@link destroy} - Object lifecycle
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* @see {@link https://engine.needle.tools/docs/scripting.html | Scripting Documentation}
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*
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* ### Asset Loading
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* Load glTF/GLB files, textures, and other assets at runtime.
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* - {@link loadSync}, {@link parseSync} - Load glTF/GLB assets
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* - {@link AssetDatabase} - Asset reference management
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* - {@link Addressables} - Addressable asset system
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* @see {@link https://engine.needle.tools/docs/addressables.html | Addressables Documentation}
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*
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* ### Input System
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* Unified input handling for mouse, touch, keyboard, and XR controllers.
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* Access via `this.context.input` in components.
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* - {@link Input} - Unified input manager
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* - {@link NEPointerEvent} - Cross-platform pointer events
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* - {@link InputEvents} - Event types for input listeners
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* @see {@link https://engine.needle.tools/docs/input.html | Input Documentation}
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*
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* ### Physics & Raycasting
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* Rapier-based physics engine with collision detection and raycasting.
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* - {@link Physics} - Physics world access and raycasting
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* - {@link RaycastOptions} - Configure raycast behavior
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* - {@link Collision}, {@link ContactPoint} - Collision data types
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* @see {@link https://engine.needle.tools/docs/physics.html | Physics Documentation}
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*
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* ### Networking
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* Real-time multiplayer networking with automatic state synchronization.
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* - {@link NetworkConnection} - WebSocket connection management
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* - {@link RoomEvents} - Room join/leave events
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* - {@link syncField} - Decorator for automatic field synchronization
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* - {@link PeerNetworking} - WebRTC peer-to-peer connections
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* @see {@link https://engine.needle.tools/docs/networking.html | Networking Documentation}
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*
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* ### XR (AR/VR)
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* WebXR support for augmented and virtual reality experiences.
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* - {@link NeedleXRSession} - XR session management
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* - {@link NeedleXRController} - XR controller input and tracking
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* - {@link XRRig} - XR camera rig configuration
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* @see {@link https://engine.needle.tools/docs/xr.html | XR Documentation}
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*
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* ### Time & Animation
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* Frame timing and animation utilities.
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* - {@link Time} - Delta time, frame count, time scale
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* - {@link AnimationUtils} - Animation playback helpers
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* - Coroutines via {@link startCoroutine} for async sequences
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*
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* ### Debugging & Gizmos
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* Visual debugging tools for development.
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* - {@link Gizmos} - Draw debug shapes (lines, spheres, boxes)
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* - {@link showBalloonMessage}, {@link showBalloonWarning} - On-screen messages
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* - {@link isDevEnvironment} - Check if running in development mode
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*
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* ### Utilities
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* Helper functions for common operations.
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* - {@link getParam} - URL parameter parsing
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* - {@link delay} - Promise-based delay
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* - {@link generateQRCode} - QR code generation
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* - Math utilities: {@link Mathf}, vector operations
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*
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* @module Engine Core
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* @see {@link https://engine.needle.tools/docs/ | Needle Engine Documentation}
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*/
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// ============================================================================
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// DEBUGGING & DEVELOPMENT
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// Debugging utilities, gizmos, and development tools.
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// ============================================================================
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export * from "./debug/index.js";
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// ============================================================================
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// ASSET LOADING & MANAGEMENT
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// Systems for loading, managing, and referencing assets at runtime.
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/** Addressable asset system for loading assets by address/label */
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export * from "./engine_addressables.js";
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/** Animation playback and control utilities */
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export { AnimationUtils } from "./engine_animation.js";
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/** Application-level state and utilities */
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export { Application } from "./engine_application.js";
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/** Asset database for managing asset references */
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export * from "./engine_assetdatabase.js";
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// ============================================================================
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// CAMERA & RENDERING
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// Camera control, rendering utilities, and visual effects.
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/** Camera fitting utilities for framing objects */
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export * from "./engine_camera.fit.js";
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/** Camera controller management and auto-fit configuration */
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export { getCameraController, setAutoFitEnabled, setCameraController, useForAutoFit } from "./engine_camera.js";
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// ============================================================================
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// COMPONENTS & GAMEOBJECTS
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// Component-based architecture for building interactive 3D content.
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// Functions for adding, removing, and querying components on objects.
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// ============================================================================
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/**
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* Component management functions: addComponent, getComponent, removeComponent, etc.
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* @see {@link https://engine.needle.tools/docs/scripting.html | Scripting Documentation}
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*/
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export * from "./engine_components.js";
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/** Internal component lifecycle events and management */
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/** Engine constants and configuration values */
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// CONTEXT & LIFECYCLE
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// Core engine context and application lifecycle management.
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/**
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* Main engine context class - the central hub for all engine systems.
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* Provides access to scene, renderer, camera, input, physics, networking, and more.
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* @see {@link https://engine.needle.tools/docs/scripting.html#context | Context Documentation}
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*/
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/** Registry for managing multiple engine contexts */
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* Coroutine system for async sequences in components.
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/** Factory functions for creating primitives and objects */
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/** Feature flags for enabling/disabling engine features */
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/**
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* GameObject utilities: instantiate, destroy, find, traverse.
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* Visual debugging with Gizmos - draw lines, spheres, boxes for debugging.
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* @see {@link https://engine.needle.tools/docs/debugging.html | Debugging Documentation}
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*/
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/** Hot reload support for development */
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// ============================================================================
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// INPUT SYSTEM
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// Unified input handling for mouse, touch, keyboard, and XR controllers.
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/**
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* Unified input system supporting mouse, touch, keyboard, and XR controllers.
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* Access via this.context.input in components.
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* @see {@link https://engine.needle.tools/docs/input.html | Input Documentation}
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// INSTANCING & PERFORMANCE
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// GPU instancing and performance optimization utilities.
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/** GPU instancing utilities for rendering many similar objects efficiently */
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/** License checking utilities */
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export { hasCommercialLicense, hasIndieLicense, hasProLicense } from "./engine_license.js";
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+
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+
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// ============================================================================
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// LIFECYCLE & LOADING
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// Component lifecycle hooks and asset loading systems.
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// ============================================================================
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/** Lifecycle API for registering global callbacks */
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export * from "./engine_lifecycle_api.js";
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/** Model loader callbacks for customizing load behavior */
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export { NeedleEngineModelLoader } from "./engine_loaders.callbacks.js";
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+
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/**
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* Asset loading functions: loadSync, parseSync for glTF/GLB files.
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* @see {@link https://engine.needle.tools/docs/addressables.html | Loading Assets}
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*/
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export { loadAsset, loadSync, parseSync } from "./engine_loaders.js";
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// ============================================================================
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// MATERIALS & RENDERING
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// Material utilities and rendering helpers.
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// ============================================================================
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/** MaterialPropertyBlock for efficient material property overrides per-instance */
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export { MaterialPropertyBlock } from "./engine_materialpropertyblock.js"
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/** Math utilities: Mathf, interpolation, easing functions */
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export * from "./engine_math.js";
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+
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/** Engine modules registry */
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export { MODULES as NEEDLE_ENGINE_MODULES } from "./engine_modules.js";
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// ============================================================================
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// NETWORKING
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// Real-time multiplayer networking with WebSocket and WebRTC support.
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// ============================================================================
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/**
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* Core networking: NetworkConnection, RoomEvents, OwnershipEvent.
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* @see {@link https://engine.needle.tools/docs/networking.html | Networking Documentation}
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*/
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export * from "./engine_networking.js";
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/**
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* @syncField decorator for automatic field synchronization across clients.
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* @see {@link https://engine.needle.tools/docs/networking.html#synced-variables | Synced Variables}
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*/
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export { syncField } from "./engine_networking_auto.js";
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/** Blob/binary data transfer over network */
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export * from "./engine_networking_blob.js";
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+
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/** File transfer utilities for networking */
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export * from "./engine_networking_files.js";
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+
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/**
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* Network instantiation for spawning synced objects.
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* @see {@link https://engine.needle.tools/docs/networking.html#spawning-objects | Spawning Objects}
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*/
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export * from "./engine_networking_instantiate.js";
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+
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/** WebRTC peer-to-peer networking for direct client connections */
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export * from "./engine_networking_peer.js";
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+
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/** Media streaming utilities (audio/video) */
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export * from "./engine_networking_streams.js";
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+
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/** Networking type definitions and interfaces */
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export * from "./engine_networking_types.js";
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+
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/** Networking utility functions */
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export * from "./engine_networking_utils.js";
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59
|
-
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+
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+
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// ============================================================================
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// PHYSICS & RAYCASTING
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// Rapier-based physics simulation and raycasting.
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// ============================================================================
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+
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/** Object patching utilities */
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export * from "./engine_patcher.js";
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+
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+
/**
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* Physics system: raycasting, collision queries, physics world access.
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* @see {@link https://engine.needle.tools/docs/physics.html | Physics Documentation}
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+
*/
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|
export * from "./engine_physics.js";
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|
+
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+
/** Physics type definitions: RaycastOptions, Collision, ContactPoint */
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62
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|
export * from "./engine_physics.types.js";
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|
+
|
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+
/** Rapier physics engine integration */
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export * from "./engine_physics_rapier.js";
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+
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+
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+
// ============================================================================
|
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323
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+
// PLAYER & VIEW MANAGEMENT
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+
// Multi-player view management and scene lighting.
|
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|
+
// ============================================================================
|
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326
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+
|
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|
+
/** Player view management for multi-user scenarios */
|
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|
export * from "./engine_playerview.js";
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|
+
|
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|
+
/** PMREM (Prefiltered Mipmapped Radiance Environment Map) loading */
|
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|
export { loadPMREM } from "./engine_pmrem.js";
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|
+
|
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333
|
+
/** Scene lighting data and environment configuration */
|
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66
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|
export * from "./engine_scenelighting.js";
|
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|
+
|
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336
|
+
|
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|
+
// ============================================================================
|
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338
|
+
// SERIALIZATION
|
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339
|
+
// Component serialization for saving/loading and networking.
|
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|
+
// ============================================================================
|
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341
|
+
|
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342
|
+
/**
|
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+
* Serialization utilities for components and objects.
|
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|
+
* @see {@link https://engine.needle.tools/docs/scripting.html#serialization | Serialization Documentation}
|
|
345
|
+
*/
|
|
67
346
|
export * from "./engine_serialization.js";
|
|
347
|
+
|
|
348
|
+
/** Serialization core interfaces */
|
|
68
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|
export { type ISerializable } from "./engine_serialization_core.js";
|
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350
|
+
|
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351
|
+
|
|
352
|
+
// ============================================================================
|
|
353
|
+
// UTILITIES & HELPERS
|
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354
|
+
// General-purpose utility functions and helpers.
|
|
355
|
+
// ============================================================================
|
|
356
|
+
|
|
357
|
+
/** Testing utilities for automated tests */
|
|
69
358
|
export * from "./engine_test_utils.js";
|
|
359
|
+
|
|
360
|
+
/** Texture utilities and processing */
|
|
70
361
|
export * from "./engine_texture.js";
|
|
362
|
+
|
|
363
|
+
/** Three.js helper utilities: getWorldPosition, getTempVector, etc. */
|
|
71
364
|
export * from "./engine_three_utils.js";
|
|
365
|
+
|
|
366
|
+
/**
|
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367
|
+
* Time class: deltaTime, time, frameCount, timeScale.
|
|
368
|
+
* Access via this.context.time in components.
|
|
369
|
+
*/
|
|
72
370
|
export * from "./engine_time.js";
|
|
371
|
+
|
|
372
|
+
/** Time-related utility functions */
|
|
73
373
|
export * from "./engine_time_utils.js";
|
|
374
|
+
|
|
375
|
+
/** Core type definitions and interfaces */
|
|
74
376
|
export * from "./engine_types.js";
|
|
377
|
+
|
|
378
|
+
/** Type registration for component discovery */
|
|
75
379
|
export { registerType, TypeStore } from "./engine_typestore.js";
|
|
380
|
+
|
|
381
|
+
/** Decorator utilities: @prefix, @validate */
|
|
76
382
|
export { prefix, validate } from "./engine_util_decorator.js";
|
|
383
|
+
|
|
384
|
+
/** General utilities: getParam, delay, DeviceUtilities, etc. */
|
|
77
385
|
export * from "./engine_utils.js";
|
|
386
|
+
|
|
387
|
+
/** Formatting utilities for strings and numbers */
|
|
78
388
|
export * from "./engine_utils_format.js";
|
|
389
|
+
|
|
390
|
+
/** QR code generation utility */
|
|
79
391
|
export { generateQRCode } from "./engine_utils_qrcode.js";
|
|
392
|
+
|
|
393
|
+
/** Screenshot capture utilities */
|
|
80
394
|
export * from "./engine_utils_screenshot.js";
|
|
395
|
+
|
|
396
|
+
|
|
397
|
+
// ============================================================================
|
|
398
|
+
// EXTENSIONS & INTEGRATIONS
|
|
399
|
+
// glTF extensions and JavaScript object extensions.
|
|
400
|
+
// ============================================================================
|
|
401
|
+
|
|
402
|
+
/** Export utilities and formats */
|
|
81
403
|
export * from "./export/index.js";
|
|
404
|
+
|
|
405
|
+
/** glTF extension implementations (NEEDLE_components, etc.) */
|
|
82
406
|
export * from "./extensions/index.js";
|
|
407
|
+
|
|
408
|
+
/** JavaScript object extensions for three.js objects */
|
|
83
409
|
export * from "./js-extensions/index.js";
|
|
410
|
+
|
|
411
|
+
|
|
412
|
+
// ============================================================================
|
|
413
|
+
// WEB COMPONENTS
|
|
414
|
+
// Custom HTML elements for embedding Needle Engine.
|
|
415
|
+
// ============================================================================
|
|
416
|
+
|
|
417
|
+
/** Web component API utilities */
|
|
84
418
|
export * from "./webcomponents/api.js"
|
|
419
|
+
|
|
420
|
+
/**
|
|
421
|
+
* <needle-engine> web component for embedding 3D scenes.
|
|
422
|
+
* @see {@link https://engine.needle.tools/docs/html.html | HTML Integration}
|
|
423
|
+
*/
|
|
85
424
|
export * from "./webcomponents/needle-engine.js";
|
|
425
|
+
|
|
426
|
+
/** Loading screen and progress indicators */
|
|
86
427
|
export * from "./webcomponents/needle-engine.loading.js";
|
|
428
|
+
|
|
429
|
+
|
|
430
|
+
// ============================================================================
|
|
431
|
+
// XR (AR/VR)
|
|
432
|
+
// WebXR support for augmented and virtual reality experiences.
|
|
433
|
+
// ============================================================================
|
|
434
|
+
|
|
435
|
+
/**
|
|
436
|
+
* XR API: NeedleXRSession, NeedleXRController, XRRig.
|
|
437
|
+
* @see {@link https://engine.needle.tools/docs/xr.html | XR Documentation}
|
|
438
|
+
*/
|
|
87
439
|
export * from "./xr/api.js"
|
|
@@ -0,0 +1,178 @@
|
|
|
1
|
+
import { Object3D } from "three";
|
|
2
|
+
import type { Context } from "./engine_setup";
|
|
3
|
+
import { IComponent, isComponent } from "./engine_types";
|
|
4
|
+
|
|
5
|
+
|
|
6
|
+
|
|
7
|
+
/** Data describing the accessible semantics for a 3D object or component. */
|
|
8
|
+
type AccessibilityData = {
|
|
9
|
+
/** ARIA role (e.g. `"button"`, `"img"`, `"region"`). */
|
|
10
|
+
role: string;
|
|
11
|
+
/** Human-readable label announced by screen readers. */
|
|
12
|
+
label: string;
|
|
13
|
+
/** When `true`, the element is hidden from the accessibility tree. */
|
|
14
|
+
hidden?: boolean;
|
|
15
|
+
/** When `true`, indicates the element's content is being updated. */
|
|
16
|
+
busy?: boolean;
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
/**
|
|
20
|
+
* Manages an accessible, screen-reader-friendly overlay for a Needle Engine {@link Context}.
|
|
21
|
+
*
|
|
22
|
+
* The manager maintains a visually-hidden DOM tree that mirrors relevant 3D scene objects
|
|
23
|
+
* with appropriate ARIA roles and labels. It also provides a live region so that hover
|
|
24
|
+
* events in the 3D scene can be announced to assistive technology without stealing focus.
|
|
25
|
+
*/
|
|
26
|
+
export class AccessibilityManager {
|
|
27
|
+
|
|
28
|
+
private static readonly _managers: WeakMap<object, AccessibilityManager> = new WeakMap();
|
|
29
|
+
|
|
30
|
+
/** Returns the {@link AccessibilityManager} associated with the given context or component. */
|
|
31
|
+
static get(obj: Context | IComponent) {
|
|
32
|
+
if (isComponent(obj)) {
|
|
33
|
+
return this._managers.get(obj.context);
|
|
34
|
+
}
|
|
35
|
+
else {
|
|
36
|
+
return this._managers.get(obj);
|
|
37
|
+
}
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
constructor(
|
|
41
|
+
private readonly context: Context
|
|
42
|
+
) {
|
|
43
|
+
this.root.style.cssText = `
|
|
44
|
+
position: absolute;
|
|
45
|
+
width: 1px; height: 1px;
|
|
46
|
+
padding: 0; margin: -1px;
|
|
47
|
+
overflow: hidden;
|
|
48
|
+
clip: rect(0, 0, 0, 0);
|
|
49
|
+
white-space: nowrap;
|
|
50
|
+
border: 0;
|
|
51
|
+
`
|
|
52
|
+
this.root.setAttribute("role", "region");
|
|
53
|
+
this.root.setAttribute("aria-label", "3D Needle Engine scene");
|
|
54
|
+
|
|
55
|
+
// Live region for announcing hovered 3D elements without stealing focus
|
|
56
|
+
this.liveRegion.setAttribute("aria-live", "polite");
|
|
57
|
+
this.liveRegion.setAttribute("aria-atomic", "true");
|
|
58
|
+
this.liveRegion.setAttribute("role", "status");
|
|
59
|
+
this.root.appendChild(this.liveRegion);
|
|
60
|
+
this.enabled = true;
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
private _enabled!: boolean;
|
|
64
|
+
/** Enables or disables the accessibility overlay. When disabled, the overlay DOM is removed. */
|
|
65
|
+
set enabled(value: boolean) {
|
|
66
|
+
if (value === this._enabled) return;
|
|
67
|
+
this._enabled = value;
|
|
68
|
+
if (!value) {
|
|
69
|
+
this.root.remove();
|
|
70
|
+
}
|
|
71
|
+
else {
|
|
72
|
+
AccessibilityManager._managers.set(this.context, this);
|
|
73
|
+
const target = this.context.domElement.shadowRoot || this.context.domElement;
|
|
74
|
+
target.prepend(this.root);
|
|
75
|
+
}
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
/** Removes all tracked accessibility elements, keeping only the live region. */
|
|
79
|
+
clear() {
|
|
80
|
+
this.root.childNodes.forEach(child => child.remove());
|
|
81
|
+
this.root.appendChild(this.liveRegion);
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
/** Removes the overlay from the DOM and unregisters this manager from the context. */
|
|
85
|
+
dispose() {
|
|
86
|
+
this.root.remove();
|
|
87
|
+
AccessibilityManager._managers.delete(this.context);
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
private readonly root: HTMLElement = document.createElement("div");
|
|
91
|
+
private readonly liveRegion: HTMLElement = document.createElement("div");
|
|
92
|
+
private readonly treeElements = new WeakMap<object, HTMLElement>();
|
|
93
|
+
|
|
94
|
+
/**
|
|
95
|
+
* Creates or updates the accessible DOM element for a 3D object or component.
|
|
96
|
+
* @param obj - The scene object or component to represent.
|
|
97
|
+
* @param data - Partial accessibility data (role, label, hidden, busy) to apply.
|
|
98
|
+
*/
|
|
99
|
+
updateElement<T extends Object3D | IComponent>(obj: T, data: Partial<AccessibilityData>) {
|
|
100
|
+
let el = this.treeElements.get(obj);
|
|
101
|
+
if (!el) {
|
|
102
|
+
el = document.createElement("div");
|
|
103
|
+
this.treeElements.set(obj, el);
|
|
104
|
+
this.root.appendChild(el);
|
|
105
|
+
|
|
106
|
+
|
|
107
|
+
let didSetRole = false;
|
|
108
|
+
|
|
109
|
+
if (typeof data === "object") {
|
|
110
|
+
if (data.role) {
|
|
111
|
+
didSetRole = true;
|
|
112
|
+
el.setAttribute("role", data.role);
|
|
113
|
+
}
|
|
114
|
+
if (data.label) {
|
|
115
|
+
el.setAttribute("aria-label", data.label);
|
|
116
|
+
}
|
|
117
|
+
if (data.hidden !== undefined) {
|
|
118
|
+
el.setAttribute("aria-hidden", String(data.hidden));
|
|
119
|
+
}
|
|
120
|
+
if (data.busy !== undefined) {
|
|
121
|
+
el.setAttribute("aria-busy", String(data.busy));
|
|
122
|
+
}
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
|
|
126
|
+
// if (didSetRole) {
|
|
127
|
+
// const role = el.getAttribute("role");
|
|
128
|
+
// if (role) {
|
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129
|
+
// el.setAttribute("tabindex", "0");
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|
130
|
+
// } else {
|
|
131
|
+
// el.removeAttribute("tabindex");
|
|
132
|
+
// }
|
|
133
|
+
// }
|
|
134
|
+
|
|
135
|
+
}
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
/** Moves keyboard focus to the accessible element representing the given object. */
|
|
139
|
+
focus<T extends Object3D | IComponent>(obj: T) {
|
|
140
|
+
const el = this.treeElements.get(obj);
|
|
141
|
+
if (el) {
|
|
142
|
+
// if (!el.hasAttribute("tabindex")) {
|
|
143
|
+
// el.setAttribute("tabindex", "0");
|
|
144
|
+
// }
|
|
145
|
+
el.focus();
|
|
146
|
+
}
|
|
147
|
+
}
|
|
148
|
+
/** Removes keyboard focus from the accessible element representing the given object. */
|
|
149
|
+
unfocus<T extends Object3D | IComponent>(obj: T) {
|
|
150
|
+
const el = this.treeElements.get(obj);
|
|
151
|
+
if (el) {
|
|
152
|
+
el.blur();
|
|
153
|
+
}
|
|
154
|
+
}
|
|
155
|
+
|
|
156
|
+
/**
|
|
157
|
+
* Announces a hover event to screen readers via the ARIA live region.
|
|
158
|
+
* @param obj - The hovered object (used to look up its label if `text` is not provided).
|
|
159
|
+
* @param text - Optional text to announce. Falls back to the element's `aria-label`.
|
|
160
|
+
*/
|
|
161
|
+
hover<T extends Object3D | IComponent>(obj: T, text?: string) {
|
|
162
|
+
const el = this.treeElements.get(obj);
|
|
163
|
+
// Update the live region text — screen reader announces this without stealing focus
|
|
164
|
+
this.liveRegion.textContent = text || el?.getAttribute("aria-label") || "";
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
/** Removes the accessible DOM element for the given object and stops tracking it. */
|
|
168
|
+
removeElement(obj: Object3D | IComponent) {
|
|
169
|
+
const el = this.treeElements.get(obj);
|
|
170
|
+
el?.remove();
|
|
171
|
+
this.treeElements.delete(obj);
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
private set liveRegionMode(mode: "polite" | "assertive") {
|
|
175
|
+
this.liveRegion.setAttribute("aria-live", mode);
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
}
|
|
@@ -44,6 +44,7 @@ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
|
|
|
44
44
|
import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
|
|
45
45
|
import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
|
|
46
46
|
import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
|
|
47
|
+
import { AccessibilityManager } from './engine_accessibility.js';
|
|
47
48
|
|
|
48
49
|
const debug = getParam("debugcontext");
|
|
49
50
|
const stats = getParam("stats");
|
|
@@ -522,6 +523,8 @@ export class Context implements IContext {
|
|
|
522
523
|
/** Access the needle menu to add or remove buttons to the menu element */
|
|
523
524
|
readonly menu: NeedleMenu;
|
|
524
525
|
|
|
526
|
+
readonly accessibility: AccessibilityManager;
|
|
527
|
+
|
|
525
528
|
/**
|
|
526
529
|
* Checks if the context is fully created and ready
|
|
527
530
|
* @returns true if the context is fully created and ready
|
|
@@ -571,6 +574,7 @@ export class Context implements IContext {
|
|
|
571
574
|
this.menu = new NeedleMenu(this);
|
|
572
575
|
this.lodsManager = new LODsManager(this);
|
|
573
576
|
this.animations = new AnimationsRegistry(this);
|
|
577
|
+
this.accessibility = new AccessibilityManager(this);
|
|
574
578
|
|
|
575
579
|
|
|
576
580
|
const resizeCallback = () => this._needsUpdateSize = true;
|
|
@@ -614,6 +618,9 @@ export class Context implements IContext {
|
|
|
614
618
|
|
|
615
619
|
this.renderer = new WebGLRenderer(params);
|
|
616
620
|
|
|
621
|
+
this.renderer.domElement.setAttribute("aria-label", "3D rendering");
|
|
622
|
+
this.renderer.domElement.setAttribute("role", "img");
|
|
623
|
+
|
|
617
624
|
this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
|
|
618
625
|
|
|
619
626
|
// some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
|
|
@@ -810,6 +817,7 @@ export class Context implements IContext {
|
|
|
810
817
|
this.lightmaps?.clear();
|
|
811
818
|
this.physics?.engine?.clearCaches();
|
|
812
819
|
this.lodsManager.disable();
|
|
820
|
+
this.accessibility?.clear();
|
|
813
821
|
|
|
814
822
|
this._onBeforeRenderListeners.clear();
|
|
815
823
|
this._onAfterRenderListeners.clear();
|
|
@@ -831,6 +839,7 @@ export class Context implements IContext {
|
|
|
831
839
|
*/
|
|
832
840
|
dispose() {
|
|
833
841
|
this.internalOnDestroy();
|
|
842
|
+
this.accessibility.dispose();
|
|
834
843
|
}
|
|
835
844
|
|
|
836
845
|
/**@deprecated use dispose() */
|