@needle-tools/engine 4.4.0-alpha.5 → 4.4.0-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1045) hide show
  1. package/CHANGELOG.md +3604 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1019. package/lib/engine/engine.d.ts +0 -4
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  1022. package/lib/engine/engine_web_api.d.ts +0 -12
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  1024. package/lib/engine/engine_web_api.js.map +0 -1
  1025. package/lib/engine-components/FlyControls.d.ts +0 -10
  1026. package/lib/engine-components/FlyControls.js +0 -29
  1027. package/lib/engine-components/FlyControls.js.map +0 -1
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@@ -1,313 +1,313 @@
1
- /// <reference types="webxr" />
2
- import { Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
- import { Context } from "../engine_context.js";
4
- import { IPointerHitEventReceiver } from "../engine_input.js";
5
- import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
6
- import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
7
- /** true when selectstart was ever received.
8
- * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
9
- */
10
- declare type ControllerAxes = "xr-standard-thumbstick";
11
- declare type StickName = "xr-standard-thumbstick";
12
- declare type Mapping = "xr-standard";
13
- declare type ComponentType = "button" | "thumbstick" | "squeeze";
14
- declare type GamepadKey = "button" | "xAxis" | "yAxis";
15
- declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
16
- declare type ComponentMap = {
17
- type: ComponentType;
18
- rootNodeName?: string;
19
- gamepadIndices?: {
20
- [key in GamepadKey]?: number;
21
- };
22
- visualResponses?: {
23
- [key: string]: {
24
- states: Array<string>;
25
- };
26
- };
27
- };
28
- declare type InputDeviceLayout = {
29
- selectComponentId: string;
30
- components: {
31
- [key: string]: ComponentMap;
32
- };
33
- mapping: Mapping;
34
- gamepad: Array<XRControllerButtonName>;
35
- axes: Array<{
36
- componentId: ControllerAxes;
37
- axis: "x-axis" | "y-axis";
38
- }>;
39
- };
40
- /**
41
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
42
- * You can access specific buttons using `getButton` and `getStick`
43
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
44
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
45
- * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
46
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
47
- */
48
- export declare class NeedleXRController implements IPointerHitEventReceiver {
49
- /** the Needle XR Session */
50
- readonly xr: NeedleXRSession;
51
- get context(): Context;
52
- /**
53
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
54
- */
55
- readonly inputSource: XRInputSource;
56
- /** the input source index */
57
- readonly index: number;
58
- /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
59
- * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
60
- */
61
- emitEvents: boolean;
62
- /** Is the controller still connected? */
63
- get connected(): boolean;
64
- private _connected;
65
- get isTracking(): boolean;
66
- private _isTracking;
67
- /** the input source gamepad giving raw access to the gamepad values
68
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
69
- */
70
- get gamepad(): Gamepad | undefined;
71
- private __gamepad?;
72
- /** @returns true if this is a hand (otherwise this is a controller) */
73
- get isHand(): boolean;
74
- /**
75
- * If this is a hand then this is the hand info (XRHand)
76
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
77
- */
78
- get hand(): XRHand | undefined;
79
- private __hand?;
80
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
81
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
82
- */
83
- get handObject(): import("three").XRHandSpace;
84
- /** The input source profiles */
85
- get profiles(): string[];
86
- /** The device input layout */
87
- get layout(): InputDeviceLayout | undefined;
88
- /** shorthand for `inputSource.targetRayMode` */
89
- get targetRayMode(): (XRTargetRayMode | "transient-pointer");
90
- /** shorthand for `inputSource.targetRaySpace` */
91
- get targetRaySpace(): XRSpace;
92
- /** shorthand for `inputSource.gripSpace` */
93
- get gripSpace(): XRSpace | undefined;
94
- /**
95
- * If the controller if held in the left or right hand (or if it's a left or right hand)
96
- **/
97
- get side(): XRHandedness;
98
- private __side;
99
- /** is right side. shorthand for `side === 'right'` */
100
- get isRight(): boolean;
101
- /** is left side. shorthand for `side === 'left'` */
102
- get isLeft(): boolean;
103
- /** is XR stylus, e.g. Logitech MX Ink */
104
- get isStylus(): boolean;
105
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
106
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
107
- * Requires the hit-test feature to be enabled in the XRSession
108
- *
109
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
110
- */
111
- getHitTestSource(): XRTransientInputHitTestSource | undefined;
112
- get hasHitTestSource(): XRTransientInputHitTestSource | undefined;
113
- /** Make sure to cancel the hittest source once it's not needed anymore */
114
- cancelHitTestSource(): void;
115
- private _hitTestSource;
116
- private _hasSelectEvent;
117
- get hasSelectEvent(): boolean;
118
- private _isMxInk;
119
- private _isMetaQuestTouchController;
120
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
121
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
122
- */
123
- getHitTest(): NeedleXRHitTestResult | null;
124
- /** This is cleared at the beginning of each frame */
125
- private readonly _handJointPoses;
126
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
127
- getHandJointPose(joint: XRJointSpace, frame?: XRFrame): XRJointPose | null | undefined;
128
- /** Grip matrix in grip space */
129
- private readonly _gripMatrix;
130
- /** Grip position in grip space */
131
- private readonly _gripPosition;
132
- /** Grip rotation in grip space */
133
- private readonly _gripQuaternion;
134
- private readonly _linearVelocity;
135
- private readonly _rayPositionRaw;
136
- private readonly _rayRotationRaw;
137
- /** ray matrix in grip space */
138
- private readonly _rayMatrix;
139
- /** Ray position in rig space */
140
- private readonly _rayPosition;
141
- /** Ray rotation in rig space */
142
- private readonly _rayQuaternion;
143
- /** Grip position in rig space */
144
- get gripPosition(): Vector3;
145
- /** Grip rotation in rig space */
146
- get gripQuaternion(): Quaternion;
147
- get gripMatrix(): Matrix4;
148
- /** Grip linear velocity in rig space
149
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
150
- */
151
- get gripLinearVelocity(): Vector3;
152
- /** Ray position in rig space */
153
- get rayPosition(): Vector3;
154
- /** Ray rotation in rig space */
155
- get rayQuaternion(): Quaternion;
156
- /** Controller grip position in worldspace */
157
- get gripWorldPosition(): Vector3;
158
- private readonly _gripWorldPosition;
159
- /** Controller grip rotation in wordspace */
160
- get gripWorldQuaternion(): Quaternion;
161
- private readonly _gripWorldQuaternion;
162
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
163
- get rayWorldPosition(): Vector3;
164
- private readonly _rayWorldPosition;
165
- /** Recalculates the ray world position */
166
- updateRayWorldPosition(): void;
167
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
168
- get rayWorldQuaternion(): Quaternion;
169
- private readonly _rayWorldQuaternion;
170
- get pinchPosition(): Vector3;
171
- private readonly _pinchPosition;
172
- /** Recalculates the ray world quaternion */
173
- updateRayWorldQuaternion(): void;
174
- /** The controller ray in worldspace */
175
- get ray(): Ray;
176
- private readonly _ray;
177
- /** Recalculated once per update */
178
- private _hand_wristDotUp;
179
- /**
180
- * The dot product of the hand palm with the up vector.
181
- * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
182
- * This value is undefined if there's no hand
183
- */
184
- get handWristDotUp(): number | undefined;
185
- /**
186
- * @returns true if the hand is upside down
187
- */
188
- get isHandUpsideDown(): boolean;
189
- /**
190
- * @returns true if the hand is upside down and we got a pinch down event this frame.
191
- */
192
- get isTeleportGesture(): boolean | undefined;
193
- /** The controller object space.
194
- * You can use it to attach objects to the controller.
195
- * Children will be automatically detached and put into the scene when the controller disconnects
196
- */
197
- get object(): IGameObject;
198
- private readonly _object;
199
- private readonly _gripSpaceObject?;
200
- private readonly _raySpaceObject?;
201
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
202
- model: Object3D | null;
203
- private readonly _debugAxesHelper;
204
- private readonly _debugGripAxesHelper;
205
- private readonly _debugRayAxesHelper;
206
- /** returns the URL of the default controller model */
207
- getModelUrl(): Promise<string | null>;
208
- constructor(session: NeedleXRSession, device: XRInputSource, index: number);
209
- private _hitTestSourcePromise;
210
- private _requestHitTestSource;
211
- onPointerHits: (_evt: any) => void;
212
- onUpdate(frame: XRFrame): void;
213
- onRenderDebug(): void;
214
- private onUpdateFrame;
215
- /** Called when the input source disconnects */
216
- onDisconnected(): void;
217
- /**
218
- * Get a gamepad button
219
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
220
- * @param key the controller button name e.g. x-button
221
- * @returns the gamepad button if it exists on the controller - otherwise undefined
222
- */
223
- getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null;
224
- /** Get a gesture state */
225
- getGesture(key: XRGestureName): NeedleGamepadButton | null;
226
- /**
227
- * Get the pointer id for a specific button of this input device.
228
- * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
229
- * @returns the pointer id for the button or undefined if the button is not supported
230
- * @example
231
- * ```ts
232
- * const pointerId = controller.getPointerId("primary");
233
- * if (pointerId !== undefined) {
234
- * const isUsed = this.context.input.getPointerUsed(pointerId);
235
- * console.log(controller.side, "used?", isUsed);
236
- * }
237
- * ```
238
- */
239
- getPointerId(button: number): number;
240
- getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
241
- private readonly _needleGamepadButtons;
242
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
243
- private toNeedleGamepadButton;
244
- /**
245
- * Get the values of a controller joystick
246
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
247
- * @returns the stick values where x is left/right, y is up/down and z is the button value
248
- */
249
- getStick(key: StickName | "primary"): Vec3;
250
- private readonly _buttonMap;
251
- private _motioncontroller?;
252
- private _layout;
253
- private getMotionController;
254
- private initialize;
255
- /**
256
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
257
- * @default true
258
- */
259
- emitPointerDownEvent: boolean;
260
- /**
261
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
262
- * @default true
263
- */
264
- emitPointerUpEvent: boolean;
265
- /**
266
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
267
- * @default true
268
- */
269
- emitPointerMoveEvent: boolean;
270
- /**
271
- * The distance threshold for pointer move events. This value is in units in rig space
272
- * @default 0.03
273
- */
274
- pointerMoveDistanceThreshold: number;
275
- /**
276
- * The angle threshold for pointer move events. This value is in radians.
277
- * @default 0.05
278
- */
279
- pointerMoveAngleThreshold: number;
280
- private subscribeEvents;
281
- private unsubscribeEvents;
282
- private _selectButtonIndex;
283
- private _squeezeButtonIndex;
284
- private onSelectStart;
285
- private onSelectEnd;
286
- private onSequeezeStart;
287
- private onSequeezeEnd;
288
- /** Index = button index */
289
- private readonly states;
290
- private updateInputEvents;
291
- private _didMoveLastFrame;
292
- private readonly _lastPointerMovePosition;
293
- private readonly _lastPointerMoveQuaternion;
294
- private onUpdateMove;
295
- /** cached spatial pointer init object. We re-use it to not have */
296
- private readonly pointerInit;
297
- private emitPointerEvent;
298
- }
299
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
300
- declare class NeedleGamepadButton {
301
- /** The index of the button in the input gamepad */
302
- readonly index: number | undefined;
303
- readonly name: string;
304
- touched: boolean;
305
- pressed: boolean;
306
- value: number;
307
- /** was the button just pressed down the last update */
308
- isDown: boolean;
309
- /** was the button just released the last update */
310
- isUp: boolean;
311
- constructor(index: number | undefined, name: string);
312
- }
313
- export {};
1
+ /// <reference types="webxr" />
2
+ import { Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+ import { Context } from "../engine_context.js";
4
+ import { IPointerHitEventReceiver } from "../engine_input.js";
5
+ import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
6
+ import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
7
+ /** true when selectstart was ever received.
8
+ * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
9
+ */
10
+ declare type ControllerAxes = "xr-standard-thumbstick";
11
+ declare type StickName = "xr-standard-thumbstick";
12
+ declare type Mapping = "xr-standard";
13
+ declare type ComponentType = "button" | "thumbstick" | "squeeze";
14
+ declare type GamepadKey = "button" | "xAxis" | "yAxis";
15
+ declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
16
+ declare type ComponentMap = {
17
+ type: ComponentType;
18
+ rootNodeName?: string;
19
+ gamepadIndices?: {
20
+ [key in GamepadKey]?: number;
21
+ };
22
+ visualResponses?: {
23
+ [key: string]: {
24
+ states: Array<string>;
25
+ };
26
+ };
27
+ };
28
+ declare type InputDeviceLayout = {
29
+ selectComponentId: string;
30
+ components: {
31
+ [key: string]: ComponentMap;
32
+ };
33
+ mapping: Mapping;
34
+ gamepad: Array<XRControllerButtonName>;
35
+ axes: Array<{
36
+ componentId: ControllerAxes;
37
+ axis: "x-axis" | "y-axis";
38
+ }>;
39
+ };
40
+ /**
41
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
42
+ * You can access specific buttons using `getButton` and `getStick`
43
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
44
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
45
+ * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
46
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
47
+ */
48
+ export declare class NeedleXRController implements IPointerHitEventReceiver {
49
+ /** the Needle XR Session */
50
+ readonly xr: NeedleXRSession;
51
+ get context(): Context;
52
+ /**
53
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
54
+ */
55
+ readonly inputSource: XRInputSource;
56
+ /** the input source index */
57
+ readonly index: number;
58
+ /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
59
+ * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
60
+ */
61
+ emitEvents: boolean;
62
+ /** Is the controller still connected? */
63
+ get connected(): boolean;
64
+ private _connected;
65
+ get isTracking(): boolean;
66
+ private _isTracking;
67
+ /** the input source gamepad giving raw access to the gamepad values
68
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
69
+ */
70
+ get gamepad(): Gamepad | undefined;
71
+ private __gamepad?;
72
+ /** @returns true if this is a hand (otherwise this is a controller) */
73
+ get isHand(): boolean;
74
+ /**
75
+ * If this is a hand then this is the hand info (XRHand)
76
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
77
+ */
78
+ get hand(): XRHand | undefined;
79
+ private __hand?;
80
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
81
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
82
+ */
83
+ get handObject(): import("three").XRHandSpace;
84
+ /** The input source profiles */
85
+ get profiles(): string[];
86
+ /** The device input layout */
87
+ get layout(): InputDeviceLayout | undefined;
88
+ /** shorthand for `inputSource.targetRayMode` */
89
+ get targetRayMode(): (XRTargetRayMode | "transient-pointer");
90
+ /** shorthand for `inputSource.targetRaySpace` */
91
+ get targetRaySpace(): XRSpace;
92
+ /** shorthand for `inputSource.gripSpace` */
93
+ get gripSpace(): XRSpace | undefined;
94
+ /**
95
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
96
+ **/
97
+ get side(): XRHandedness;
98
+ private __side;
99
+ /** is right side. shorthand for `side === 'right'` */
100
+ get isRight(): boolean;
101
+ /** is left side. shorthand for `side === 'left'` */
102
+ get isLeft(): boolean;
103
+ /** is XR stylus, e.g. Logitech MX Ink */
104
+ get isStylus(): boolean;
105
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
106
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
107
+ * Requires the hit-test feature to be enabled in the XRSession
108
+ *
109
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
110
+ */
111
+ getHitTestSource(): XRTransientInputHitTestSource | undefined;
112
+ get hasHitTestSource(): XRTransientInputHitTestSource | undefined;
113
+ /** Make sure to cancel the hittest source once it's not needed anymore */
114
+ cancelHitTestSource(): void;
115
+ private _hitTestSource;
116
+ private _hasSelectEvent;
117
+ get hasSelectEvent(): boolean;
118
+ private _isMxInk;
119
+ private _isMetaQuestTouchController;
120
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
121
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
122
+ */
123
+ getHitTest(): NeedleXRHitTestResult | null;
124
+ /** This is cleared at the beginning of each frame */
125
+ private readonly _handJointPoses;
126
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
127
+ getHandJointPose(joint: XRJointSpace, frame?: XRFrame): XRJointPose | null | undefined;
128
+ /** Grip matrix in grip space */
129
+ private readonly _gripMatrix;
130
+ /** Grip position in grip space */
131
+ private readonly _gripPosition;
132
+ /** Grip rotation in grip space */
133
+ private readonly _gripQuaternion;
134
+ private readonly _linearVelocity;
135
+ private readonly _rayPositionRaw;
136
+ private readonly _rayRotationRaw;
137
+ /** ray matrix in grip space */
138
+ private readonly _rayMatrix;
139
+ /** Ray position in rig space */
140
+ private readonly _rayPosition;
141
+ /** Ray rotation in rig space */
142
+ private readonly _rayQuaternion;
143
+ /** Grip position in rig space */
144
+ get gripPosition(): Vector3;
145
+ /** Grip rotation in rig space */
146
+ get gripQuaternion(): Quaternion;
147
+ get gripMatrix(): Matrix4;
148
+ /** Grip linear velocity in rig space
149
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
150
+ */
151
+ get gripLinearVelocity(): Vector3;
152
+ /** Ray position in rig space */
153
+ get rayPosition(): Vector3;
154
+ /** Ray rotation in rig space */
155
+ get rayQuaternion(): Quaternion;
156
+ /** Controller grip position in worldspace */
157
+ get gripWorldPosition(): Vector3;
158
+ private readonly _gripWorldPosition;
159
+ /** Controller grip rotation in wordspace */
160
+ get gripWorldQuaternion(): Quaternion;
161
+ private readonly _gripWorldQuaternion;
162
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
163
+ get rayWorldPosition(): Vector3;
164
+ private readonly _rayWorldPosition;
165
+ /** Recalculates the ray world position */
166
+ updateRayWorldPosition(): void;
167
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
168
+ get rayWorldQuaternion(): Quaternion;
169
+ private readonly _rayWorldQuaternion;
170
+ get pinchPosition(): Vector3;
171
+ private readonly _pinchPosition;
172
+ /** Recalculates the ray world quaternion */
173
+ updateRayWorldQuaternion(): void;
174
+ /** The controller ray in worldspace */
175
+ get ray(): Ray;
176
+ private readonly _ray;
177
+ /** Recalculated once per update */
178
+ private _hand_wristDotUp;
179
+ /**
180
+ * The dot product of the hand palm with the up vector.
181
+ * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
182
+ * This value is undefined if there's no hand
183
+ */
184
+ get handWristDotUp(): number | undefined;
185
+ /**
186
+ * @returns true if the hand is upside down
187
+ */
188
+ get isHandUpsideDown(): boolean;
189
+ /**
190
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
191
+ */
192
+ get isTeleportGesture(): boolean | undefined;
193
+ /** The controller object space.
194
+ * You can use it to attach objects to the controller.
195
+ * Children will be automatically detached and put into the scene when the controller disconnects
196
+ */
197
+ get object(): IGameObject;
198
+ private readonly _object;
199
+ private readonly _gripSpaceObject?;
200
+ private readonly _raySpaceObject?;
201
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
202
+ model: Object3D | null;
203
+ private readonly _debugAxesHelper;
204
+ private readonly _debugGripAxesHelper;
205
+ private readonly _debugRayAxesHelper;
206
+ /** returns the URL of the default controller model */
207
+ getModelUrl(): Promise<string | null>;
208
+ constructor(session: NeedleXRSession, device: XRInputSource, index: number);
209
+ private _hitTestSourcePromise;
210
+ private _requestHitTestSource;
211
+ onPointerHits: (_evt: any) => void;
212
+ onUpdate(frame: XRFrame): void;
213
+ onRenderDebug(): void;
214
+ private onUpdateFrame;
215
+ /** Called when the input source disconnects */
216
+ onDisconnected(): void;
217
+ /**
218
+ * Get a gamepad button
219
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
220
+ * @param key the controller button name e.g. x-button
221
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
222
+ */
223
+ getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null;
224
+ /** Get a gesture state */
225
+ getGesture(key: XRGestureName): NeedleGamepadButton | null;
226
+ /**
227
+ * Get the pointer id for a specific button of this input device.
228
+ * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
229
+ * @returns the pointer id for the button or undefined if the button is not supported
230
+ * @example
231
+ * ```ts
232
+ * const pointerId = controller.getPointerId("primary");
233
+ * if (pointerId !== undefined) {
234
+ * const isUsed = this.context.input.getPointerUsed(pointerId);
235
+ * console.log(controller.side, "used?", isUsed);
236
+ * }
237
+ * ```
238
+ */
239
+ getPointerId(button: number): number;
240
+ getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
241
+ private readonly _needleGamepadButtons;
242
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
243
+ private toNeedleGamepadButton;
244
+ /**
245
+ * Get the values of a controller joystick
246
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
247
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
248
+ */
249
+ getStick(key: StickName | "primary"): Vec3;
250
+ private readonly _buttonMap;
251
+ private _motioncontroller?;
252
+ private _layout;
253
+ private getMotionController;
254
+ private initialize;
255
+ /**
256
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
257
+ * @default true
258
+ */
259
+ emitPointerDownEvent: boolean;
260
+ /**
261
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
262
+ * @default true
263
+ */
264
+ emitPointerUpEvent: boolean;
265
+ /**
266
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
267
+ * @default true
268
+ */
269
+ emitPointerMoveEvent: boolean;
270
+ /**
271
+ * The distance threshold for pointer move events. This value is in units in rig space
272
+ * @default 0.03
273
+ */
274
+ pointerMoveDistanceThreshold: number;
275
+ /**
276
+ * The angle threshold for pointer move events. This value is in radians.
277
+ * @default 0.05
278
+ */
279
+ pointerMoveAngleThreshold: number;
280
+ private subscribeEvents;
281
+ private unsubscribeEvents;
282
+ private _selectButtonIndex;
283
+ private _squeezeButtonIndex;
284
+ private onSelectStart;
285
+ private onSelectEnd;
286
+ private onSequeezeStart;
287
+ private onSequeezeEnd;
288
+ /** Index = button index */
289
+ private readonly states;
290
+ private updateInputEvents;
291
+ private _didMoveLastFrame;
292
+ private readonly _lastPointerMovePosition;
293
+ private readonly _lastPointerMoveQuaternion;
294
+ private onUpdateMove;
295
+ /** cached spatial pointer init object. We re-use it to not have */
296
+ private readonly pointerInit;
297
+ private emitPointerEvent;
298
+ }
299
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
300
+ declare class NeedleGamepadButton {
301
+ /** The index of the button in the input gamepad */
302
+ readonly index: number | undefined;
303
+ readonly name: string;
304
+ touched: boolean;
305
+ pressed: boolean;
306
+ value: number;
307
+ /** was the button just pressed down the last update */
308
+ isDown: boolean;
309
+ /** was the button just released the last update */
310
+ isUp: boolean;
311
+ constructor(index: number | undefined, name: string);
312
+ }
313
+ export {};