@needle-tools/engine 4.14.0-next.b2e3b1a → 4.15.0-next.cecd8e7

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Files changed (92) hide show
  1. package/CHANGELOG.md +9 -1
  2. package/components.needle.json +1 -1
  3. package/dist/{needle-engine.bundle-Bhgt3W8p.min.js → needle-engine.bundle-CuAiLb-d.min.js} +134 -126
  4. package/dist/{needle-engine.bundle-BC1QDiuv.umd.cjs → needle-engine.bundle-JQGIFVRm.umd.cjs} +128 -120
  5. package/dist/{needle-engine.bundle-CeQXs7Hh.js → needle-engine.bundle-VZVrVbc3.js} +3521 -3315
  6. package/dist/needle-engine.d.ts +450 -107
  7. package/dist/needle-engine.js +570 -569
  8. package/dist/needle-engine.min.js +1 -1
  9. package/dist/needle-engine.umd.cjs +1 -1
  10. package/lib/engine/api.d.ts +202 -17
  11. package/lib/engine/api.js +270 -17
  12. package/lib/engine/api.js.map +1 -1
  13. package/lib/engine/engine_accessibility.d.ts +77 -0
  14. package/lib/engine/engine_accessibility.js +162 -0
  15. package/lib/engine/engine_accessibility.js.map +1 -0
  16. package/lib/engine/engine_components.d.ts +1 -1
  17. package/lib/engine/engine_components.js +3 -7
  18. package/lib/engine/engine_components.js.map +1 -1
  19. package/lib/engine/engine_context.d.ts +2 -12
  20. package/lib/engine/engine_context.js +7 -29
  21. package/lib/engine/engine_context.js.map +1 -1
  22. package/lib/engine/engine_gltf_builtin_components.js +1 -16
  23. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  24. package/lib/engine/engine_materialpropertyblock.d.ts +90 -4
  25. package/lib/engine/engine_materialpropertyblock.js +97 -7
  26. package/lib/engine/engine_materialpropertyblock.js.map +1 -1
  27. package/lib/engine/engine_math.d.ts +34 -1
  28. package/lib/engine/engine_math.js +34 -1
  29. package/lib/engine/engine_math.js.map +1 -1
  30. package/lib/engine/engine_networking.js +1 -1
  31. package/lib/engine/engine_networking.js.map +1 -1
  32. package/lib/engine/engine_types.d.ts +2 -0
  33. package/lib/engine/engine_types.js +2 -0
  34. package/lib/engine/engine_types.js.map +1 -1
  35. package/lib/engine/webcomponents/icons.js +3 -0
  36. package/lib/engine/webcomponents/icons.js.map +1 -1
  37. package/lib/engine/webcomponents/logo-element.d.ts +1 -0
  38. package/lib/engine/webcomponents/logo-element.js +3 -1
  39. package/lib/engine/webcomponents/logo-element.js.map +1 -1
  40. package/lib/engine/webcomponents/needle-button.d.ts +37 -11
  41. package/lib/engine/webcomponents/needle-button.js +42 -11
  42. package/lib/engine/webcomponents/needle-button.js.map +1 -1
  43. package/lib/engine/webcomponents/needle-engine.d.ts +10 -2
  44. package/lib/engine/webcomponents/needle-engine.js +13 -3
  45. package/lib/engine/webcomponents/needle-engine.js.map +1 -1
  46. package/lib/engine-components/Component.d.ts +1 -2
  47. package/lib/engine-components/Component.js +1 -2
  48. package/lib/engine-components/Component.js.map +1 -1
  49. package/lib/engine-components/DragControls.d.ts +1 -0
  50. package/lib/engine-components/DragControls.js +21 -0
  51. package/lib/engine-components/DragControls.js.map +1 -1
  52. package/lib/engine-components/NeedleMenu.d.ts +2 -0
  53. package/lib/engine-components/NeedleMenu.js +2 -0
  54. package/lib/engine-components/NeedleMenu.js.map +1 -1
  55. package/lib/engine-components/Networking.d.ts +28 -3
  56. package/lib/engine-components/Networking.js +28 -3
  57. package/lib/engine-components/Networking.js.map +1 -1
  58. package/lib/engine-components/ReflectionProbe.d.ts +1 -0
  59. package/lib/engine-components/ReflectionProbe.js +20 -2
  60. package/lib/engine-components/ReflectionProbe.js.map +1 -1
  61. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +107 -13
  62. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +167 -30
  63. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js.map +1 -1
  64. package/lib/engine-components/postprocessing/Effects/Tonemapping.utils.d.ts +1 -1
  65. package/lib/engine-components/ui/Button.d.ts +1 -0
  66. package/lib/engine-components/ui/Button.js +11 -0
  67. package/lib/engine-components/ui/Button.js.map +1 -1
  68. package/lib/engine-components/ui/Text.d.ts +1 -0
  69. package/lib/engine-components/ui/Text.js +11 -0
  70. package/lib/engine-components/ui/Text.js.map +1 -1
  71. package/package.json +1 -1
  72. package/src/engine/api.ts +370 -18
  73. package/src/engine/engine_accessibility.ts +198 -0
  74. package/src/engine/engine_components.ts +3 -7
  75. package/src/engine/engine_context.ts +11 -28
  76. package/src/engine/engine_gltf_builtin_components.ts +1 -17
  77. package/src/engine/engine_materialpropertyblock.ts +102 -11
  78. package/src/engine/engine_math.ts +34 -1
  79. package/src/engine/engine_networking.ts +1 -1
  80. package/src/engine/engine_types.ts +5 -0
  81. package/src/engine/webcomponents/icons.ts +3 -0
  82. package/src/engine/webcomponents/logo-element.ts +4 -1
  83. package/src/engine/webcomponents/needle-button.ts +44 -13
  84. package/src/engine/webcomponents/needle-engine.ts +18 -7
  85. package/src/engine-components/Component.ts +1 -3
  86. package/src/engine-components/DragControls.ts +29 -4
  87. package/src/engine-components/NeedleMenu.ts +5 -3
  88. package/src/engine-components/Networking.ts +29 -4
  89. package/src/engine-components/ReflectionProbe.ts +21 -2
  90. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +198 -65
  91. package/src/engine-components/ui/Button.ts +12 -0
  92. package/src/engine-components/ui/Text.ts +13 -0
@@ -111,7 +111,7 @@ import { XRControllerModelFactory } from 'three/examples/jsm/webxr/XRControllerM
111
111
  import { XRHandMeshModel } from 'three/examples/jsm/webxr/XRHandMeshModel.js';
112
112
  import { XRHandSpace } from 'three';
113
113
 
114
- declare const $componentName: unique symbol;
114
+ export declare const $componentName: unique symbol;
115
115
 
116
116
  export declare const $physicsKey: unique symbol;
117
117
 
@@ -120,6 +120,81 @@ export declare class __Ignore {
120
120
 
121
121
  export declare function __internalNotifyObjectDestroyed(obj: Object3D): void;
122
122
 
123
+ /** Data describing the accessible semantics for a 3D object or component. */
124
+ declare type AccessibilityData = {
125
+ /** ARIA role (e.g. `"button"`, `"img"`, `"region"`). */
126
+ role: string;
127
+ /** Human-readable label announced by screen readers. */
128
+ label: string;
129
+ /** When `true`, the element is hidden from the accessibility tree. */
130
+ hidden?: boolean;
131
+ /** When `true`, indicates the element's content is being updated. */
132
+ busy?: boolean;
133
+ };
134
+
135
+ /**
136
+ * Manages an accessible, screen-reader-friendly overlay for a Needle Engine {@link Context}.
137
+ *
138
+ * The manager maintains a visually-hidden DOM tree that mirrors relevant 3D scene objects
139
+ * with appropriate ARIA roles and labels. It also provides a live region so that hover
140
+ * events in the 3D scene can be announced to assistive technology without stealing focus.
141
+ *
142
+ * ## Automatic integration
143
+ * Several built-in components register accessible elements automatically:
144
+ * - {@link DragControls} — announces draggable objects and drag state
145
+ * - {@link Button} — exposes UI buttons to the accessibility tree
146
+ * - {@link Text} — exposes UI text content to screen readers
147
+ * - {@link ChangeTransformOnClick} — announces clickable transform actions
148
+ * - {@link ChangeMaterialOnClick} — announces clickable material changes
149
+ * - {@link EmphasizeOnClick} — announces clickable emphasis effects
150
+ * - {@link PlayAudioOnClick} — announces clickable audio playback
151
+ * - {@link PlayAnimationOnClick} — announces clickable animation triggers
152
+ *
153
+ * ## What this unlocks
154
+ * - Hovering over buttons and interactive objects with the cursor announces them to screen readers via an ARIA live region — no focus steal required
155
+ * - Screen readers can discover and navigate interactive 3D objects in the scene
156
+ * - Drag operations update the accessibility state (busy, label changes) in real time
157
+ * - Custom components can participate by calling {@link updateElement}, {@link focus}, and {@link hover}
158
+ *
159
+ * Access the manager via `this.context.accessibility` from any component.
160
+ */
161
+ declare class AccessibilityManager {
162
+ private readonly context;
163
+ private static readonly _managers;
164
+ /** Returns the {@link AccessibilityManager} associated with the given context or component. */
165
+ static get(obj: Context | IComponent): AccessibilityManager | undefined;
166
+ constructor(context: Context);
167
+ private _enabled;
168
+ /** Enables or disables the accessibility overlay. When disabled, the overlay DOM is removed. */
169
+ set enabled(value: boolean);
170
+ /** Removes all tracked accessibility elements, keeping only the live region. */
171
+ clear(): void;
172
+ /** Removes the overlay from the DOM and unregisters this manager from the context. */
173
+ dispose(): void;
174
+ private readonly root;
175
+ private readonly liveRegion;
176
+ private readonly treeElements;
177
+ /**
178
+ * Creates or updates the accessible DOM element for a 3D object or component.
179
+ * @param obj - The scene object or component to represent.
180
+ * @param data - Partial accessibility data (role, label, hidden, busy) to apply.
181
+ */
182
+ updateElement<T extends Object3D | IComponent>(obj: T, data: Partial<AccessibilityData>): void;
183
+ /** Moves keyboard focus to the accessible element representing the given object. */
184
+ focus<T extends Object3D | IComponent>(obj: T): void;
185
+ /** Removes keyboard focus from the accessible element representing the given object. */
186
+ unfocus<T extends Object3D | IComponent>(obj: T): void;
187
+ /**
188
+ * Announces a hover event to screen readers via the ARIA live region.
189
+ * @param obj - The hovered object (used to look up its label if `text` is not provided).
190
+ * @param text - Optional text to announce. Falls back to the element's `aria-label`.
191
+ */
192
+ hover<T extends Object3D | IComponent>(obj: T, text?: string): void;
193
+ /** Removes the accessible DOM element for the given object and stops tracking it. */
194
+ removeElement(obj: Object3D | IComponent): void;
195
+ private set liveRegionMode(value);
196
+ }
197
+
123
198
  export declare class ActionBuilder {
124
199
  static sequence(...params: IBehaviorElement[]): GroupActionModel;
125
200
  static parallel(...params: IBehaviorElement[]): GroupActionModel;
@@ -193,7 +268,7 @@ export declare function addComponent<T extends IComponent>(obj: Object3D, compon
193
268
  /** Register callbacks for registering custom gltf importer or exporter plugins */
194
269
  export declare function addCustomExtensionPlugin(ext: INeedleGLTFExtensionPlugin): void;
195
270
 
196
- export declare function addNewComponent<T extends IComponent>(obj: Object3D, componentInstance: T, callAwake?: boolean, register?: boolean): T;
271
+ export declare function addNewComponent<T extends IComponent>(obj: Object3D, componentInstance: T, callAwake?: boolean): T;
197
272
 
198
273
  /**
199
274
  * Use patcher for patching properties insteadof calling Object.defineProperty individually
@@ -2267,6 +2342,7 @@ export declare class Button extends Component implements IPointerEventHandler {
2267
2342
  awake(): void;
2268
2343
  start(): void;
2269
2344
  onEnable(): void;
2345
+ onDisable(): void;
2270
2346
  onDestroy(): void;
2271
2347
  private _requestedAnimatorTrigger?;
2272
2348
  private setAnimatorTriggerAtEndOfFrame;
@@ -2815,7 +2891,15 @@ export declare class CapsuleCollider extends Collider {
2815
2891
  }
2816
2892
 
2817
2893
  /**
2818
- * Change the material of objects when clicked.
2894
+ * Switches the material of objects in the scene when clicked.
2895
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
2896
+ *
2897
+ * Finds all objects in the scene that use `materialToSwitch` and replaces it with `variantMaterial`.
2898
+ * Multiple `ChangeMaterialOnClick` components using the same `materialToSwitch` can be combined to create a material selection UI.
2899
+ *
2900
+ * @see {@link SetActiveOnClick} to toggle visibility of objects when clicked
2901
+ * @see {@link PlayAnimationOnClick} to play animations when clicked
2902
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
2819
2903
  * @summary Changes the material of objects when clicked
2820
2904
  * @category Everywhere Actions
2821
2905
  * @group Components
@@ -2835,6 +2919,9 @@ export declare class ChangeMaterialOnClick extends Component implements IPointer
2835
2919
  */
2836
2920
  fadeDuration: number;
2837
2921
  start(): void;
2922
+ onEnable(): void;
2923
+ onDisable(): void;
2924
+ onDestroy(): void;
2838
2925
  onPointerEnter(_args: PointerEventData): void;
2839
2926
  onPointerExit(_: PointerEventData): void;
2840
2927
  onPointerClick(args: PointerEventData): void;
@@ -2856,21 +2943,32 @@ export declare class ChangeMaterialOnClick extends Component implements IPointer
2856
2943
  }
2857
2944
 
2858
2945
  /**
2859
- * Make the object move to the target object's transform when clicked.
2946
+ * Moves an object to the target object's transform when clicked.
2947
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
2948
+ *
2949
+ * @see {@link SetActiveOnClick}to toggle visibility of objects when clicked
2950
+ * @see {@link PlayAnimationOnClick} to play animations when clicked
2951
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
2860
2952
  * @summary Moves an object to a target transform upon click
2861
2953
  * @category Everywhere Actions
2862
2954
  * @group Components
2863
2955
  */
2864
2956
  export declare class ChangeTransformOnClick extends Component implements IPointerClickHandler, UsdzBehaviour {
2957
+ /** The object to move. */
2865
2958
  object?: Object3D;
2959
+ /** The target object whose transform to move to. */
2866
2960
  target?: Object3D;
2961
+ /** The duration of the movement animation in seconds. */
2867
2962
  duration: number;
2963
+ /** If true, the motion is relative to the object's current transform instead of moving to the target's absolute position. */
2868
2964
  relativeMotion: boolean;
2869
2965
  private coroutine;
2870
2966
  private targetPos;
2871
2967
  private targetRot;
2872
2968
  private targetScale;
2873
- start(): void;
2969
+ onEnable(): void;
2970
+ onDisable(): void;
2971
+ onDestroy(): void;
2874
2972
  onPointerEnter(): void;
2875
2973
  onPointerExit(): void;
2876
2974
  onPointerClick(args: PointerEventData): void;
@@ -4276,6 +4374,7 @@ export declare class Context implements IContext {
4276
4374
  readonly lodsManager: LODsManager;
4277
4375
  /** Access the needle menu to add or remove buttons to the menu element */
4278
4376
  readonly menu: NeedleMenu_2;
4377
+ readonly accessibility: AccessibilityManager;
4279
4378
  /**
4280
4379
  * Checks if the context is fully created and ready
4281
4380
  * @returns true if the context is fully created and ready
@@ -4324,18 +4423,6 @@ export declare class Context implements IContext {
4324
4423
  * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
4325
4424
  */
4326
4425
  updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
4327
- /**
4328
- * Registers all uninitialized components found in the scene hierarchy with this context.
4329
- * Components that have been added to objects (e.g. via `addComponent`) but are not yet registered
4330
- * with a context will be collected and queued for initialization.
4331
- * On the next frame, these components will go through the full lifecycle: `awake` → `onEnable` → `start` → `update`.
4332
- *
4333
- * This is useful when components are created outside of the normal glTF loading pipeline,
4334
- * for example in an editor that adds components during edit mode and then needs to activate them for play mode.
4335
- * @param root The root object to search for components. Defaults to the context's scene.
4336
- * @returns The number of components that were newly registered.
4337
- */
4338
- registerSceneComponents(root?: Object3D): number;
4339
4426
  /** This will recreate the whole needle engine context and dispose the whole scene content
4340
4427
  * All content will be reloaded (loading times might be faster due to browser caches)
4341
4428
  * All scripts will be recreated */
@@ -5278,6 +5365,7 @@ export declare class DragControls extends Component implements IPointerEventHand
5278
5365
  /* Excluded from this release type: start */
5279
5366
  /* Excluded from this release type: onEnable */
5280
5367
  /* Excluded from this release type: onDisable */
5368
+ onDestroy(): void;
5281
5369
  /**
5282
5370
  * Checks if editing is allowed for the current networking connection.
5283
5371
  * @param _obj Optional object to check edit permissions for
@@ -5650,15 +5738,28 @@ export declare class EmissionModule {
5650
5738
  /* Excluded from this release type: EmphasizeActionMotionType */
5651
5739
 
5652
5740
  /**
5653
- * Emphasize the target object when clicked.
5741
+ * Applies an emphasis animation to a target object when this object is clicked.
5742
+ * Works in USDZ/QuickLook (Everywhere Actions).
5743
+ *
5744
+ * The emphasis effect can be a bounce, jiggle, or other motion type defined by `motionType`.
5745
+ *
5746
+ * @see {@link PlayAnimationOnClick} to play animations when clicked
5747
+ * @see {@link SetActiveOnClick} to toggle visibility when clicked
5748
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
5654
5749
  * @summary Emphasizes the target object when clicked
5655
5750
  * @category Everywhere Actions
5656
5751
  * @group Components
5657
5752
  */
5658
5753
  export declare class EmphasizeOnClick extends Component implements UsdzBehaviour {
5754
+ /** The target object to emphasize. */
5659
5755
  target?: Object3D;
5756
+ /** The duration of the emphasis animation in seconds. */
5660
5757
  duration: number;
5758
+ /** The type of motion to use for the emphasis effect (e.g. `"bounce"`, `"jiggle"`). */
5661
5759
  motionType: EmphasizeActionMotionType;
5760
+ onEnable(): void;
5761
+ onDisable(): void;
5762
+ onDestroy(): void;
5662
5763
  beforeCreateDocument(): void;
5663
5764
  createBehaviours(ext: any, model: any, _context: any): void;
5664
5765
  afterCreateDocument(_ext: any, _context: any): void;
@@ -7410,7 +7511,13 @@ export declare enum HideFlags {
7410
7511
  }
7411
7512
 
7412
7513
  /**
7413
- * Hides the object on scene start.
7514
+ * Hides the object when the scene starts.
7515
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
7516
+ *
7517
+ * Useful for setting up objects that should initially be hidden and shown later via a {@link SetActiveOnClick} component.
7518
+ *
7519
+ * @see {@link SetActiveOnClick} to show or hide objects on click
7520
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
7414
7521
  * @summary Hides the object on scene start
7415
7522
  * @category Everywhere Actions
7416
7523
  * @group Components
@@ -7756,6 +7863,7 @@ export declare type ICollisionContext = {
7756
7863
 
7757
7864
  export declare interface IComponent extends IHasGuid {
7758
7865
  get isComponent(): boolean;
7866
+ get [$componentName](): string | undefined;
7759
7867
  /** the object this component is attached to */
7760
7868
  gameObject: IGameObject;
7761
7869
  enabled: boolean;
@@ -10073,13 +10181,22 @@ export declare class MaskableGraphic extends Graphic {
10073
10181
  * This is useful for rendering multiple objects with the same base material but different properties
10074
10182
  * (e.g., different colors, textures, or shader parameters).
10075
10183
  *
10184
+ * ## How Property Blocks Work
10185
+ *
10186
+ * **Important**: Overrides are registered on the **Object3D**, not on the material.
10187
+ * This means:
10188
+ * - If you change the object's material, the overrides will still be applied to the new material
10189
+ * - Multiple objects can share the same material but have different property overrides
10190
+ * - If you don't want overrides applied after changing a material, you must remove them using {@link removeOveride}, {@link clearAllOverrides}, or {@link dispose}
10191
+ *
10076
10192
  * The property block system works by:
10077
10193
  * - Temporarily applying overrides in onBeforeRender
10078
10194
  * - Restoring original values in onAfterRender
10079
10195
  * - Managing shader defines and program cache keys for correct shader compilation
10080
10196
  * - Supporting texture coordinate transforms per object
10081
10197
  *
10082
- * Common use cases:
10198
+ * ## Common Use Cases
10199
+ *
10083
10200
  * - **Lightmaps**: Apply unique lightmap textures to individual objects sharing the same material
10084
10201
  * - **Reflection Probes**: Apply different environment maps per object for localized reflections
10085
10202
  * - **See-through effects**: Temporarily override transparency/transmission properties for X-ray effects
@@ -10117,6 +10234,26 @@ export declare class MaskableGraphic extends Graphic {
10117
10234
  * block.setDefine("USE_CUSTOM_FEATURE", 1);
10118
10235
  * ```
10119
10236
  *
10237
+ * @example Material swapping behavior
10238
+ * ```typescript
10239
+ * const mesh = new Mesh(geometry, materialA);
10240
+ * const block = MaterialPropertyBlock.get(mesh);
10241
+ * block.setOverride("color", new Color(1, 0, 0));
10242
+ *
10243
+ * // The color override is red for materialA
10244
+ *
10245
+ * // Swap the material - overrides persist and apply to the new material!
10246
+ * mesh.material = materialB;
10247
+ * // The color override is now red for materialB too
10248
+ *
10249
+ * // If you don't want overrides on the new material, remove them:
10250
+ * block.clearAllOverrides(); // Remove all overrides
10251
+ * // or
10252
+ * block.removeOveride("color"); // Remove specific override
10253
+ * // or
10254
+ * block.dispose(); // Remove the entire property block
10255
+ * ```
10256
+ *
10120
10257
  * @example Lightmap usage
10121
10258
  * ```typescript
10122
10259
  * const block = MaterialPropertyBlock.get(mesh);
@@ -10224,12 +10361,69 @@ export declare class MaterialPropertyBlock<T extends Material = Material> {
10224
10361
  getOverride<K extends NonFunctionPropertyNames<T>>(name: K): PropertyBlockOverride<T[K] & MaterialPropertyType> | undefined;
10225
10362
  getOverride<V extends MaterialPropertyType = MaterialPropertyType>(name: string): PropertyBlockOverride<V> | undefined;
10226
10363
  /**
10227
- * Removes a specific property override
10228
- * @param name The property name to clear
10364
+ * Removes a specific property override.
10365
+ * After removal, the material will use its original property value for this property.
10366
+ *
10367
+ * @param name The property name to remove the override for
10368
+ *
10369
+ * @example
10370
+ * ```typescript
10371
+ * const block = MaterialPropertyBlock.get(mesh);
10372
+ *
10373
+ * // Set some overrides
10374
+ * block.setOverride("color", new Color(1, 0, 0));
10375
+ * block.setOverride("roughness", 0.5);
10376
+ * block.setOverride("lightMap", lightmapTexture);
10377
+ *
10378
+ * // Remove a specific override - the material will now use its original color
10379
+ * block.removeOveride("color");
10380
+ *
10381
+ * // Other overrides (roughness, lightMap) remain active
10382
+ * ```
10229
10383
  */
10230
10384
  removeOveride<K extends NonFunctionPropertyNames<T>>(name: K | ({} & string)): void;
10231
10385
  /**
10232
- * Removes all property overrides from this block
10386
+ * Removes all property overrides from this block.
10387
+ * After calling this, the material will use its original values for all properties.
10388
+ *
10389
+ * **Note**: This does NOT remove shader defines. Use {@link clearDefine} or {@link dispose} for that.
10390
+ *
10391
+ * @example Remove all overrides but keep the property block
10392
+ * ```typescript
10393
+ * const block = MaterialPropertyBlock.get(mesh);
10394
+ *
10395
+ * // Set multiple overrides
10396
+ * block.setOverride("color", new Color(1, 0, 0));
10397
+ * block.setOverride("roughness", 0.5);
10398
+ * block.setOverride("lightMap", lightmapTexture);
10399
+ *
10400
+ * // Later, remove all overrides at once
10401
+ * block.clearAllOverrides();
10402
+ *
10403
+ * // The material now uses its original values
10404
+ * // The property block still exists and can be reused with new overrides
10405
+ * ```
10406
+ *
10407
+ * @example Temporarily disable all overrides
10408
+ * ```typescript
10409
+ * const block = MaterialPropertyBlock.get(mesh);
10410
+ *
10411
+ * // Save current overrides if you want to restore them later
10412
+ * const savedOverrides = [...block.overrides];
10413
+ *
10414
+ * // Clear all overrides temporarily
10415
+ * block.clearAllOverrides();
10416
+ *
10417
+ * // Do some rendering without overrides...
10418
+ *
10419
+ * // Restore overrides
10420
+ * savedOverrides.forEach(override => {
10421
+ * block.setOverride(override.name, override.value, override.textureTransform);
10422
+ * });
10423
+ * ```
10424
+ *
10425
+ * @see {@link removeOveride} - To remove a single override
10426
+ * @see {@link dispose} - To completely remove the property block and clean up resources
10233
10427
  */
10234
10428
  clearAllOverrides(): void;
10235
10429
  /**
@@ -10630,32 +10824,58 @@ export declare namespace NEEDLE_ENGINE_MODULES {
10630
10824
  export { NEEDLE_progressive }
10631
10825
 
10632
10826
  /**
10633
- * A <needle-button> can be used to simply add VR, AR or Quicklook buttons to your website without having to write any code.
10634
- * @example
10827
+ * [&lt;needle-button&gt;](https://engine.needle.tools/docs/api/NeedleButtonElement) is a web component for easily adding AR, VR, Quicklook, or QR code buttons to your website without writing JavaScript code.
10828
+ *
10829
+ * The button automatically handles session management and displays appropriate UI based on device capabilities.
10830
+ * It comes with default styling (glassmorphism design) but can be fully customized with CSS.
10831
+ *
10832
+ * **Supported button types:**
10833
+ * - `ar` - WebXR AR session button
10834
+ * - `vr` - WebXR VR session button
10835
+ * - `quicklook` - Apple AR Quick Look button (iOS only)
10836
+ * - `qrcode` - QR code sharing button
10837
+ *
10838
+ * @example Basic AR/VR buttons
10635
10839
  * ```html
10840
+ * <needle-engine src="scene.glb"></needle-engine>
10636
10841
  * <needle-button ar></needle-button>
10637
10842
  * <needle-button vr></needle-button>
10638
10843
  * <needle-button quicklook></needle-button>
10639
10844
  * ```
10640
10845
  *
10641
- * @example custom label
10846
+ * @example Custom button labels
10642
10847
  * ```html
10643
- * <needle-button ar>Start AR</needle-button>
10644
- * <needle-button vr>Start VR</needle-button>
10848
+ * <needle-button ar>Start AR Experience</needle-button>
10849
+ * <needle-button vr>Enter VR Mode</needle-button>
10645
10850
  * <needle-button quicklook>View in AR</needle-button>
10646
10851
  * ```
10647
10852
  *
10648
- * @example custom styling
10853
+ * @example Custom styling
10649
10854
  * ```html
10650
- * <!-- You can either style the element directly or use a CSS stylesheet -->
10651
10855
  * <style>
10652
- * needle-button {
10653
- * background-color: red;
10654
- * color: white;
10655
- * }
10856
+ * needle-button {
10857
+ * background-color: #ff6b6b;
10858
+ * color: white;
10859
+ * border-radius: 8px;
10860
+ * padding: 1rem 2rem;
10861
+ * }
10862
+ * needle-button:hover {
10863
+ * background-color: #ff5252;
10864
+ * }
10656
10865
  * </style>
10657
10866
  * <needle-button ar>Start AR</needle-button>
10658
10867
  * ```
10868
+ *
10869
+ * @example Unstyled button (for complete custom styling)
10870
+ * ```html
10871
+ * <needle-button ar unstyled>
10872
+ * <span class="my-icon">🥽</span>
10873
+ * Launch AR
10874
+ * </needle-button>
10875
+ * ```
10876
+ *
10877
+ * @see {@link NeedleEngineWebComponent} for the main &lt;needle-engine&gt; element
10878
+ * @see {@link NeedleMenu} for the built-in menu component that can display similar buttons
10659
10879
  */
10660
10880
  export declare class NeedleButtonElement extends HTMLElement {
10661
10881
  #private;
@@ -10732,10 +10952,18 @@ export declare namespace NeedleEngineModelLoader {
10732
10952
  * The context is accessible from the `<needle-engine>` element: `document.querySelector("needle-engine").context`.
10733
10953
  * See {@link https://engine.needle.tools/docs/reference/needle-engine-attributes}
10734
10954
  *
10735
- * @example
10955
+ * @example Basic usage
10956
+ * ```html
10736
10957
  * <needle-engine src="https://example.com/scene.glb"></needle-engine>
10737
- * @example
10958
+ * ```
10959
+ *
10960
+ * @example With camera controls disabled
10961
+ * ```html
10738
10962
  * <needle-engine src="https://example.com/scene.glb" camera-controls="false"></needle-engine>
10963
+ * ```
10964
+ *
10965
+ * @see {@link NeedleButtonElement} for adding AR/VR/Quicklook buttons via &lt;needle-button&gt;
10966
+ * @see {@link NeedleMenu} for the built-in menu configuration component
10739
10967
  */
10740
10968
  export declare class NeedleEngineWebComponent extends HTMLElement implements INeedleEngineComponent {
10741
10969
  static get observedAttributes(): string[];
@@ -11062,6 +11290,8 @@ declare class NeedleGamepadButton {
11062
11290
  * @category User Interface
11063
11291
  * @group Components
11064
11292
  * @see {@link Context.menu} for programmatic menu control
11293
+ * @see {@link NeedleButtonElement} for standalone &lt;needle-button&gt; web component
11294
+ * @see {@link NeedleEngineWebComponent} for the main &lt;needle-engine&gt; element
11065
11295
  * @see {@link Voip} adds a microphone button to the menu
11066
11296
  * @see {@link ScreenCapture} adds a screen sharing button
11067
11297
  **/
@@ -12283,10 +12513,34 @@ export declare class NetworkedStreams extends EventDispatcher<any> {
12283
12513
  }
12284
12514
 
12285
12515
  /**
12286
- * Provides configuration to the built-in networking system.
12287
- * This component supplies websocket URLs for establishing connections.
12288
- * It implements the {@link INetworkingWebsocketUrlProvider} interface.
12516
+ * Provides websocket URL configuration for the built-in networking system.
12517
+ * Add this component to override the default networking backend URL used by {@link NetworkConnection} (`this.context.connection`).
12289
12518
  *
12519
+ * The component registers itself as a URL provider on `awake()`. When the networking system connects,
12520
+ * it queries this provider for the websocket URL to use instead of the default Needle networking backend.
12521
+ *
12522
+ * **URL resolution order:**
12523
+ * 1. If `urlParameterName` is set and the corresponding URL parameter exists in the browser URL, that value is used
12524
+ * 2. If running on a local network and `localhost` is set, the `localhost` URL is used
12525
+ * 3. Otherwise, the `url` field is used
12526
+ *
12527
+ * Without this component, the default backend URL `wss://networking-2.needle.tools/socket` is used.
12528
+ *
12529
+ * **Note:** This component only configures the websocket URL. To actually join a networked room,
12530
+ * use a `SyncedRoom` component or call `this.context.connection.joinRoom("room-name")` directly.
12531
+ *
12532
+ * @example Overriding the URL via browser parameter
12533
+ * ```ts
12534
+ * // With urlParameterName="server", visiting:
12535
+ * // https://myapp.com/?server=wss://my-server.com/socket
12536
+ * // will connect to that server instead
12537
+ * ```
12538
+ *
12539
+ * @see {@link NetworkConnection} for the main networking API (`this.context.connection`)
12540
+ * @see {@link SyncedRoom} for automatic room joining
12541
+ * @see {@link OwnershipModel} for networked object ownership
12542
+ * @see {@link RoomEvents} for room lifecycle events
12543
+ * @link https://engine.needle.tools/docs/how-to-guides/networking/
12290
12544
  * @summary Networking configuration
12291
12545
  * @category Networking
12292
12546
  * @group Components
@@ -12295,6 +12549,7 @@ export declare class Networking extends Component implements INetworkingWebsocke
12295
12549
  /**
12296
12550
  * The websocket URL to connect to for networking functionality.
12297
12551
  * Can be a complete URL or a relative path that will be resolved against the current origin.
12552
+ * @default null
12298
12553
  */
12299
12554
  url: string | null;
12300
12555
  /**
@@ -12668,7 +12923,40 @@ export declare function onClear(cb: LifecycleMethod, opts?: LifecycleMethodOptio
12668
12923
  export declare function onDestroy(cb: LifecycleMethod, opts?: LifecycleMethodOptions): () => void;
12669
12924
 
12670
12925
  /**
12671
- * OneEuroFilter is a simple low-pass filter for noisy signals. It uses a one-euro filter to smooth the signal.
12926
+ * [OneEuroFilter](https://engine.needle.tools/docs/api/OneEuroFilter) is a low-pass filter designed to reduce jitter in noisy signals while maintaining low latency.
12927
+ * It's particularly useful for smoothing tracking data from XR controllers, hand tracking, or other input devices where the signal contains noise but responsiveness is important.
12928
+ *
12929
+ * The filter automatically adapts its smoothing strength based on the signal's velocity:
12930
+ * - When the signal moves slowly, it applies strong smoothing to reduce jitter
12931
+ * - When the signal moves quickly, it reduces smoothing to maintain responsiveness
12932
+ *
12933
+ * Based on the research paper: [1€ Filter: A Simple Speed-based Low-pass Filter for Noisy Input](http://cristal.univ-lille.fr/~casiez/1euro/)
12934
+ *
12935
+ * @example Basic usage with timestamp
12936
+ * ```ts
12937
+ * const filter = new OneEuroFilter(120, 1.0, 0.0);
12938
+ *
12939
+ * // In your update loop:
12940
+ * const smoothedValue = filter.filter(noisyValue, this.context.time.time);
12941
+ * ```
12942
+ *
12943
+ * @example Without timestamps (using frequency estimate)
12944
+ * ```ts
12945
+ * // Assuming 60 FPS update rate
12946
+ * const filter = new OneEuroFilter(60, 1.0, 0.5);
12947
+ *
12948
+ * // Call without timestamp - uses the frequency estimate
12949
+ * const smoothedValue = filter.filter(noisyValue);
12950
+ * ```
12951
+ *
12952
+ * @example Smoothing 3D positions
12953
+ * ```ts
12954
+ * const posFilter = new OneEuroFilterXYZ(90, 0.5, 0.0);
12955
+ *
12956
+ * posFilter.filter(trackedPosition, smoothedPosition, this.context.time.time);
12957
+ * ```
12958
+ *
12959
+ * @see {@link OneEuroFilterXYZ} for filtering 3D vectors
12672
12960
  */
12673
12961
  export declare class OneEuroFilter {
12674
12962
  /**
@@ -14154,18 +14442,34 @@ export declare class OrbitControls extends Component implements ICameraControlle
14154
14442
  /* Excluded from this release type: PlayAction */
14155
14443
 
14156
14444
  /**
14157
- * Plays an animation when clicked.
14445
+ * Plays an animation state when this object is clicked.
14446
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
14447
+ *
14448
+ * Assign an {@link Animator} and a `stateName` to play a specific animation state,
14449
+ * or assign an {@link Animation} component to play a legacy animation clip.
14450
+ *
14451
+ * For USDZ export, the component follows animator state transitions automatically, including looping states.
14452
+ *
14453
+ * @see {@link Animator}for playing animator state machine animations
14454
+ * @see {@link Animation} for playing legacy animation clips
14455
+ * @see {@link PlayAudioOnClick} to play audio when clicked
14456
+ * @see {@link SetActiveOnClick} to toggle visibility when clicked
14457
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
14158
14458
  * @summary Plays an animation when clicked
14159
14459
  * @category Everywhere Actions
14160
14460
  * @group Components
14161
14461
  */
14162
14462
  export declare class PlayAnimationOnClick extends Component implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
14463
+ /** The {@link Animator} component whose state to play when clicked. */
14163
14464
  animator?: Animator;
14465
+ /** The name of the animation state to play. Required when using an {@link Animator}. */
14164
14466
  stateName?: string;
14165
14467
  trigger: "tap" | "start";
14166
14468
  animation?: Animation_2;
14167
14469
  private get target();
14168
- start(): void;
14470
+ onEnable(): void;
14471
+ onDisable(): void;
14472
+ onDestroy(): void;
14169
14473
  onPointerEnter(): void;
14170
14474
  onPointerExit(): void;
14171
14475
  onPointerClick(args: PointerEventData): void;
@@ -14189,18 +14493,32 @@ export declare class OrbitControls extends Component implements ICameraControlle
14189
14493
  }
14190
14494
 
14191
14495
  /**
14192
- * Plays an audio clip when clicked.
14496
+ * Plays an audio clip when this object is clicked.
14497
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
14498
+ *
14499
+ * Assign a `target` {@link AudioSource} to use its spatial audio settings, or assign a `clip` URL directly.
14500
+ * If no `target` is assigned, an {@link AudioSource} will be created automatically on this object.
14501
+ *
14502
+ * @see {@link AudioSource}for spatial audio settings
14503
+ * @see {@link PlayAnimationOnClick} to play animations when clicked
14504
+ * @see {@link SetActiveOnClick} to toggle visibility when clicked
14505
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
14193
14506
  * @summary Plays an audio clip when clicked
14194
14507
  * @category Everywhere Actions
14195
14508
  * @group Components
14196
14509
  */
14197
14510
  export declare class PlayAudioOnClick extends Component implements IPointerClickHandler, UsdzBehaviour {
14511
+ /** The {@link AudioSource} to use for playback. If not set, one will be created automatically on this object. */
14198
14512
  target?: AudioSource;
14513
+ /** URL of the audio clip to play. If not set, the clip assigned to `target` is used. */
14199
14514
  clip: string;
14515
+ /** If true, clicking again while the audio is playing will stop it. */
14200
14516
  toggleOnClick: boolean;
14201
14517
  trigger: "tap" | "start";
14202
- start(): void;
14203
14518
  ensureAudioSource(): void;
14519
+ onEnable(): void;
14520
+ onDisable(): void;
14521
+ onDestroy(): void;
14204
14522
  onPointerEnter(): void;
14205
14523
  onPointerExit(): void;
14206
14524
  onPointerClick(args: PointerEventData): void;
@@ -15331,6 +15649,7 @@ export declare class OrbitControls extends Component implements ICameraControlle
15331
15649
  */
15332
15650
  static get(object: Object3D | null | undefined, context: Context, isAnchor: boolean, anchor?: Object3D): ReflectionProbe | null;
15333
15651
  private _texture;
15652
+ private _textureUrlInFlight?;
15334
15653
  set texture(tex: Texture);
15335
15654
  get texture(): Texture;
15336
15655
  intensity: number;
@@ -17315,17 +17634,28 @@ export declare class OrbitControls extends Component implements ICameraControlle
17315
17634
  export declare function setActive(go: Object3D, active: boolean | number): boolean;
17316
17635
 
17317
17636
  /**
17318
- * Set the active state of an object when clicked.
17637
+ * Shows or hides a target object when this object is clicked.
17638
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
17639
+ *
17640
+ * Optionally hides itself after being clicked (`hideSelf`), or toggles the target's visibility on each click (`toggleOnClick`).
17641
+ *
17642
+ * @see {@link HideOnStart}to hide an object when the scene starts
17643
+ * @see {@link PlayAnimationOnClick} to play animations when clicked
17644
+ * @see {@link ChangeMaterialOnClick} to change material when clicked
17645
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
17319
17646
  * @summary Sets the active state of an object when clicked
17320
17647
  * @category Everywhere Actions
17321
17648
  * @group Components
17322
17649
  */
17323
17650
  export declare class SetActiveOnClick extends Component implements IPointerClickHandler, UsdzBehaviour {
17651
+ /** The target object to show or hide. */
17324
17652
  target?: Object3D;
17653
+ /** If true, the target's visibility will be toggled on each click. When enabled, `hideSelf` and `targetState` are ignored. */
17325
17654
  toggleOnClick: boolean;
17655
+ /** The visibility state to apply to the target when clicked. Only used when `toggleOnClick` is false. */
17326
17656
  targetState: boolean;
17657
+ /** If true, this object will hide itself after being clicked. Only used when `toggleOnClick` is false. */
17327
17658
  hideSelf: boolean;
17328
- start(): void;
17329
17659
  onPointerEnter(): void;
17330
17660
  onPointerExit(): void;
17331
17661
  onPointerClick(args: PointerEventData): void;
@@ -19305,7 +19635,12 @@ export declare class OrbitControls extends Component implements ICameraControlle
19305
19635
  export declare type SyncInstantiateOptions = IInstantiateOptions & Pick<IModel, "deleteOnDisconnect">;
19306
19636
 
19307
19637
  /**
19308
- * Triggers an action when the object is tapped/clicked.
19638
+ * Triggers a {@link PreliminaryAction} (such as {@link VisibilityAction}) when the object is tapped or clicked.
19639
+ * Works in the browser and in USDZ/QuickLook (Everywhere Actions).
19640
+ *
19641
+ * @see {@link VisibilityAction} for controlling object visibility on tap
19642
+ * @see {@link SetActiveOnClick} for a combined trigger and action component
19643
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
19309
19644
  * @summary Triggers an action when the object is tapped/clicked
19310
19645
  * @category Everywhere Actions
19311
19646
  * @group Components
@@ -19428,6 +19763,7 @@ export declare class OrbitControls extends Component implements ICameraControlle
19428
19763
  private getTextOpts;
19429
19764
  onEnable(): void;
19430
19765
  onDisable(): void;
19766
+ onDestroy(): void;
19431
19767
  private getAlignment;
19432
19768
  private feedText;
19433
19769
  private _didHandleTextRenderOnTop;
@@ -20944,13 +21280,20 @@ export declare class OrbitControls extends Component implements ICameraControlle
20944
21280
  }
20945
21281
 
20946
21282
  /**
20947
- * Hides or shows the object when clicked.
21283
+ * Action to show or hide an object.
21284
+ * Use together with a {@link TapGestureTrigger} to show or hide objects when tapped or clicked.
21285
+ *
21286
+ * @see {@link TapGestureTrigger} to trigger actions on tap/click
21287
+ * @see {@link SetActiveOnClick} for a combined trigger and action component
21288
+ * @see [Everywhere Actions](https://engine.needle.tools/docs/everywhere-actions)
20948
21289
  * @summary Hides or shows the object when clicked
20949
21290
  * @category Everywhere Actions
20950
21291
  * @group Components
20951
21292
  */
20952
21293
  export declare class VisibilityAction extends PreliminaryAction {
21294
+ /** The type of visibility action to apply. */
20953
21295
  type: VisibilityActionType;
21296
+ /** The duration of the fade animation in seconds. */
20954
21297
  duration: number;
20955
21298
  getType(): "show" | "hide";
20956
21299
  getDuration(): number;
@@ -22401,45 +22744,6 @@ declare global {
22401
22744
  }
22402
22745
  }
22403
22746
 
22404
-
22405
- declare module 'three/examples/jsm/controls/OrbitControls.js' {
22406
- interface OrbitControls {
22407
- _sphericalDelta: import("three").Spherical;
22408
- _rotateLeft: (angleInRadians: number) => void;
22409
- _rotateUp: (angleInRadians: number) => void;
22410
- _pan: (dx: number, dy: number) => void;
22411
- _dollyIn: (dollyScale: number) => void;
22412
- _dollyOut: (dollyScale: number) => void;
22413
- }
22414
- interface OrbitControlsEventMap {
22415
- endMovement: Event;
22416
- }
22417
- }
22418
-
22419
-
22420
- declare global {
22421
- interface ViewTimeline {
22422
- axis: 'block' | 'inline';
22423
- currentTime: {
22424
- unit: 'seconds' | 'percent';
22425
- value: number;
22426
- };
22427
- duration: {
22428
- unit: 'seconds' | 'percent';
22429
- value: number;
22430
- };
22431
- source: Element | null;
22432
- startOffset: {
22433
- unit: 'px';
22434
- value: number;
22435
- };
22436
- endOffset: {
22437
- unit: 'px';
22438
- value: number;
22439
- };
22440
- }
22441
- }
22442
-
22443
22747
  export declare namespace NEEDLE_ENGINE_FEATURE_FLAGS {
22444
22748
  let experimentalSmartHierarchyUpdate: boolean;
22445
22749
  }
@@ -22578,6 +22882,45 @@ export declare namespace DeviceUtilities {
22578
22882
  }
22579
22883
 
22580
22884
 
22885
+ declare module 'three/examples/jsm/controls/OrbitControls.js' {
22886
+ interface OrbitControls {
22887
+ _sphericalDelta: import("three").Spherical;
22888
+ _rotateLeft: (angleInRadians: number) => void;
22889
+ _rotateUp: (angleInRadians: number) => void;
22890
+ _pan: (dx: number, dy: number) => void;
22891
+ _dollyIn: (dollyScale: number) => void;
22892
+ _dollyOut: (dollyScale: number) => void;
22893
+ }
22894
+ interface OrbitControlsEventMap {
22895
+ endMovement: Event;
22896
+ }
22897
+ }
22898
+
22899
+
22900
+ declare global {
22901
+ interface ViewTimeline {
22902
+ axis: 'block' | 'inline';
22903
+ currentTime: {
22904
+ unit: 'seconds' | 'percent';
22905
+ value: number;
22906
+ };
22907
+ duration: {
22908
+ unit: 'seconds' | 'percent';
22909
+ value: number;
22910
+ };
22911
+ source: Element | null;
22912
+ startOffset: {
22913
+ unit: 'px';
22914
+ value: number;
22915
+ };
22916
+ endOffset: {
22917
+ unit: 'px';
22918
+ value: number;
22919
+ };
22920
+ }
22921
+ }
22922
+
22923
+
22581
22924
  declare global {
22582
22925
  interface Window {
22583
22926
  SPECTOR?: {
@@ -22612,12 +22955,6 @@ export declare namespace MaterialX {
22612
22955
  }): Promise<import("three").Material | null>;
22613
22956
  }
22614
22957
 
22615
- declare global {
22616
- interface HTMLElementTagNameMap {
22617
- "needle-button": NeedleButtonElement;
22618
- }
22619
- }
22620
-
22621
22958
  /**
22622
22959
  * @internal
22623
22960
  */
@@ -22667,20 +23004,10 @@ export declare namespace InternalAttributeUtils {
22667
23004
  }): false | string | null;
22668
23005
  }
22669
23006
 
22670
-
22671
- /**
22672
- * @category Splines
22673
- * @see {@link SplineContainer} for the main spline component that defines the path and knots
22674
- */
22675
- export declare namespace SplineUtils {
22676
- /**
22677
- * Creates a SplineContainer from an array of points.
22678
- * @param positions The positions of the knots.
22679
- * @param closed Whether the spline is closed (the last knot connects to the first).
22680
- * @param tension The tension of the spline. 0 is no tension, 1 is high tension (straight lines between knots). Default is 0.75.
22681
- * @return The created SplineContainer component - add it to an Object3D to use it.
22682
- */
22683
- function createFromPoints(positions: Vector3[], closed?: boolean, tension?: number): SplineContainer;
23007
+ declare global {
23008
+ interface HTMLElementTagNameMap {
23009
+ "needle-button": NeedleButtonElement;
23010
+ }
22684
23011
  }
22685
23012
 
22686
23013
 
@@ -22823,6 +23150,22 @@ declare module 'three' {
22823
23150
  }
22824
23151
  }
22825
23152
 
23153
+
23154
+ /**
23155
+ * @category Splines
23156
+ * @see {@link SplineContainer} for the main spline component that defines the path and knots
23157
+ */
23158
+ export declare namespace SplineUtils {
23159
+ /**
23160
+ * Creates a SplineContainer from an array of points.
23161
+ * @param positions The positions of the knots.
23162
+ * @param closed Whether the spline is closed (the last knot connects to the first).
23163
+ * @param tension The tension of the spline. 0 is no tension, 1 is high tension (straight lines between knots). Default is 0.75.
23164
+ * @return The created SplineContainer component - add it to an Object3D to use it.
23165
+ */
23166
+ function createFromPoints(positions: Vector3[], closed?: boolean, tension?: number): SplineContainer;
23167
+ }
23168
+
22826
23169
  declare global {
22827
23170
  interface HTMLElementTagNameMap {
22828
23171
  "needle-logo-element": NeedleLogoElement;