@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
  1020. package/lib/engine/engine.js +0 -12
  1021. package/lib/engine/engine.js.map +0 -1
  1022. package/lib/engine/engine_web_api.d.ts +0 -12
  1023. package/lib/engine/engine_web_api.js +0 -113
  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
  1028. package/src/engine-schemes/dist/api.js +0 -17
  1029. package/src/engine-schemes/dist/api.js.meta +0 -7
  1030. package/src/engine-schemes/dist/schemes.js +0 -25
  1031. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1033. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1035. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1036. package/src/engine-schemes/dist/transform.js +0 -46
  1037. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec2.js +0 -32
  1039. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec3.js +0 -36
  1041. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vec4.js +0 -40
  1043. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1044. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1516 +1,1516 @@
1
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
- import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- /** @ts-ignore (not yet in types?) */
4
- import { BasicNodeLibrary } from "three";
5
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
- import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
- import { Addressables } from './engine_addressables.js';
9
- import { AnimationsRegistry } from './engine_animation.js';
10
- import { Application } from './engine_application.js';
11
- import { AssetDatabase } from './engine_assetdatabase.js';
12
- import { VERSION } from './engine_constants.js';
13
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
- import { WaitForPromise } from './engine_coroutine.js';
15
- import { ObjectUtils } from "./engine_create_objects.js";
16
- import { destroy, foreachComponent } from './engine_gameobject.js';
17
- import { getLoader } from './engine_gltf.js';
18
- import { Input } from './engine_input.js';
19
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
- import { LightDataRegistry } from './engine_lightdata.js';
21
- import { LODsManager } from "./engine_lods.js";
22
- import * as looputils from './engine_mainloop_utils.js';
23
- import { NetworkConnection } from './engine_networking.js';
24
- import { Physics } from './engine_physics.js';
25
- import { PlayerViewManager } from './engine_playerview.js';
26
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
- import { logHierarchy } from './engine_three_utils.js';
28
- import { Time } from './engine_time.js';
29
- import { patchTonemapping } from './engine_tonemapping.js';
30
- import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
- const debug = getParam("debugcontext");
33
- const stats = getParam("stats");
34
- const debugActive = getParam("debugactive");
35
- const debugframerate = getParam("debugframerate");
36
- const debugCoroutine = getParam("debugcoroutine");
37
- // this is where functions that setup unity scenes will be pushed into
38
- // those will be accessed from our custom html element to load them into their context
39
- export const build_scene_functions = {};
40
- export class ContextArgs {
41
- name;
42
- /** for debugging only */
43
- alias;
44
- /** the hash is used as a seed when initially loading the scene files */
45
- hash;
46
- /** when true the context will not check if it's visible in the viewport and always update and render */
47
- runInBackground;
48
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
- domElement;
50
- /** externally owned renderer */
51
- renderer;
52
- /** externally owned camera */
53
- camera;
54
- /** externally owned scene */
55
- scene;
56
- }
57
- export var FrameEvent;
58
- (function (FrameEvent) {
59
- FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
- FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
- FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
- FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
- FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
- FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
- FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
- FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
- FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
- })(FrameEvent || (FrameEvent = {}));
69
- export function registerComponent(script, context) {
70
- if (!script)
71
- return;
72
- if (!script.isComponent) {
73
- if (isDevEnvironment() || debug)
74
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
- return;
76
- }
77
- if (!context) {
78
- context = Context.Current;
79
- if (debug)
80
- console.warn("> Registering component without context");
81
- }
82
- const new_scripts = context?.new_scripts;
83
- if (!new_scripts.includes(script)) {
84
- new_scripts.push(script);
85
- }
86
- }
87
- /**
88
- * The context is the main object that holds all the data and state of the Needle Engine.
89
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
- * @example
91
- * ```typescript
92
- * import { Behaviour } from "@needle-tools/engine";
93
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
- * export class MyScript extends Behaviour {
95
- * start() {
96
- * console.log("Hello from MyScript");
97
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
- * }
99
- * }
100
- * ```
101
- */
102
- export class Context {
103
- static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
- /** When a new context is created this is the framerate that will be used by default */
105
- static get DefaultTargetFrameRate() {
106
- return Context._defaultTargetFramerate.value;
107
- }
108
- /** When a new context is created this is the framerate that will be used by default */
109
- static set DefaultTargetFrameRate(val) {
110
- Context._defaultTargetFramerate.value = val;
111
- }
112
- static _defaultWebglRendererParameters = {
113
- antialias: true,
114
- alpha: false,
115
- // Note: this is due to a bug on OSX devices. See NE-5370
116
- powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
- stencil: true,
118
- // logarithmicDepthBuffer: true,
119
- // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
- };
121
- /** The default parameters that will be used when creating a new WebGLRenderer.
122
- * Modify in global context to change the default parameters for all new contexts.
123
- * @example
124
- * ```typescript
125
- * import { Context } from "@needle-tools/engine";
126
- * Context.DefaultWebGLRendererParameters.antialias = false;
127
- * ```
128
- */
129
- static get DefaultWebGLRendererParameters() {
130
- return Context._defaultWebglRendererParameters;
131
- }
132
- /** The needle engine version */
133
- get version() {
134
- return VERSION;
135
- }
136
- /** The currently active context. Only set during the update loops */
137
- static get Current() {
138
- return ContextRegistry.Current;
139
- }
140
- /** @internal this property should not be set by user code */
141
- static set Current(context) {
142
- ContextRegistry.Current = context;
143
- }
144
- static get All() {
145
- return ContextRegistry.All;
146
- }
147
- /** The name of the context */
148
- name;
149
- /** An alias for the context */
150
- alias;
151
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
- * When this is false you are responsible to call update(timestamp, xframe.
153
- * It is also currently assumed that rendering is handled performed by an external process
154
- * */
155
- isManagedExternally = false;
156
- /** set to true to pause the update loop. You can receive an event for it in your components.
157
- * Note that script updates will not be called when paused */
158
- isPaused = false;
159
- /** When enabled the application will run while not visible on the page */
160
- runInBackground = false;
161
- /**
162
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
- * Set to undefined if you want to run at the maximum framerate
164
- */
165
- targetFrameRate;
166
- /** Use a higher number for more accurate physics simulation.
167
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
- * Set to 0 to disable physics updates
169
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
- */
171
- physicsSteps = 1;
172
- /** used to append to loaded assets */
173
- hash;
174
- /** The `<needle-engine>` web component */
175
- domElement;
176
- appendHTMLElement(element) {
177
- if (this.domElement.shadowRoot)
178
- return this.domElement.shadowRoot.appendChild(element);
179
- else
180
- return this.domElement.appendChild(element);
181
- }
182
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
- /** use to scale the resolution up or down of the renderer. default is 1 */
184
- set resolutionScaleFactor(val) {
185
- if (val === this._resolutionScaleFactor)
186
- return;
187
- if (typeof val !== "number")
188
- return;
189
- if (val <= 0) {
190
- console.error("Invalid resolution scale factor", val);
191
- return;
192
- }
193
- this._resolutionScaleFactor = val;
194
- this.updateSize();
195
- }
196
- _resolutionScaleFactor = 1;
197
- // domElement.clientLeft etc doesnt return absolute position
198
- _boundingClientRectFrame = -1;
199
- _boundingClientRect = null;
200
- _domX;
201
- _domY;
202
- /** update bounding rects + domX, domY */
203
- calculateBoundingClientRect() {
204
- // workaround for mozilla webXR viewer
205
- if (this.xr) {
206
- this._domX = 0;
207
- this._domY = 0;
208
- return;
209
- }
210
- // TODO: cache this
211
- if (this._boundingClientRectFrame === this.time.frame)
212
- return;
213
- this._boundingClientRectFrame = this.time.frame;
214
- this._boundingClientRect = this.domElement.getBoundingClientRect();
215
- this._domX = this._boundingClientRect.x;
216
- this._domY = this._boundingClientRect.y;
217
- }
218
- /** The width of the `<needle-engine>` element on the website */
219
- get domWidth() {
220
- // for mozilla XR
221
- if (this.isInAR)
222
- return window.innerWidth;
223
- return this.domElement.clientWidth;
224
- }
225
- /** The height of the `<needle-engine>` element on the website */
226
- get domHeight() {
227
- // for mozilla XR
228
- if (this.isInAR)
229
- return window.innerHeight;
230
- return this.domElement.clientHeight;
231
- }
232
- /** the X position of the Needle Engine element on the website */
233
- get domX() {
234
- this.calculateBoundingClientRect();
235
- return this._domX;
236
- }
237
- /** the Y position of the Needlee Engine element on the website */
238
- get domY() {
239
- this.calculateBoundingClientRect();
240
- return this._domY;
241
- }
242
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
243
- /** shorthand for `NeedleXRSession.active`
244
- * Automatically set by NeedleXRSession when a XR session is active
245
- * @returns the active XR session or null if no session is active
246
- * */
247
- xr = null;
248
- get xrSessionMode() { return this.xr?.mode; }
249
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
250
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
251
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
252
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
253
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
254
- get xrSession() { return this.renderer?.xr?.getSession(); }
255
- /** @returns the latest XRFrame (if a XRSession is currently active)
256
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
257
- */
258
- get xrFrame() { return this._xrFrame; }
259
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
260
- get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
261
- _xrFrame = null;
262
- get arOverlayElement() {
263
- const el = this.domElement;
264
- if (typeof el.getAROverlayContainer === "function")
265
- return el.getAROverlayContainer();
266
- return this.domElement;
267
- }
268
- /** Current event of the update cycle */
269
- get currentFrameEvent() {
270
- return this._currentFrameEvent;
271
- }
272
- _currentFrameEvent = FrameEvent.Undefined;
273
- scene;
274
- renderer;
275
- composer = null;
276
- // all scripts
277
- scripts = [];
278
- scripts_pausedChanged = [];
279
- // scripts with update event
280
- scripts_earlyUpdate = [];
281
- scripts_update = [];
282
- scripts_lateUpdate = [];
283
- scripts_onBeforeRender = [];
284
- scripts_onAfterRender = [];
285
- scripts_WithCorroutines = [];
286
- scripts_immersive_vr = [];
287
- scripts_immersive_ar = [];
288
- coroutines = {};
289
- /** callbacks called once after the context has been created */
290
- post_setup_callbacks = [];
291
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
292
- pre_update_callbacks = [];
293
- /** called every frame before rendering (after all component events) */
294
- pre_render_callbacks = [];
295
- /** called every frame after rendering (after all component events) */
296
- post_render_callbacks = [];
297
- /** called every frame befroe update (this list is emptied every frame) */
298
- pre_update_oneshot_callbacks = [];
299
- new_scripts = [];
300
- new_script_start = [];
301
- new_scripts_pre_setup_callbacks = [];
302
- new_scripts_post_setup_callbacks = [];
303
- new_scripts_xr = [];
304
- /** The main camera component of the scene - this camera is used for rendering */
305
- mainCameraComponent = undefined;
306
- /** The main camera of the scene - this camera is used for rendering */
307
- get mainCamera() {
308
- if (this._mainCamera) {
309
- return this._mainCamera;
310
- }
311
- if (this.mainCameraComponent) {
312
- const cam = this.mainCameraComponent;
313
- if (!cam.threeCamera)
314
- cam.buildCamera();
315
- return cam.threeCamera;
316
- }
317
- if (!this._fallbackCamera) {
318
- this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
319
- }
320
- return this._fallbackCamera;
321
- }
322
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
323
- set mainCamera(cam) {
324
- this._mainCamera = cam;
325
- }
326
- _mainCamera = null;
327
- _fallbackCamera = null;
328
- application;
329
- /** access animation mixer used by components in the scene */
330
- animations;
331
- /** access timings (current frame number, deltaTime, timeScale, ...) */
332
- time;
333
- input;
334
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
335
- physics;
336
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
337
- connection;
338
- /**
339
- * @deprecated AssetDataBase is deprecated
340
- */
341
- assets;
342
- mainLight = null;
343
- /** @deprecated Use sceneLighting */
344
- get rendererData() { return this.sceneLighting; }
345
- sceneLighting;
346
- addressables;
347
- lightmaps;
348
- players;
349
- lodsManager;
350
- menu;
351
- get isCreated() { return this._isCreated; }
352
- _sizeChanged = false;
353
- _isCreated = false;
354
- _isCreating = false;
355
- _isVisible = false;
356
- _stats = stats ? new Stats.default() : null;
357
- constructor(args) {
358
- this.name = args?.name || "";
359
- this.alias = args?.alias;
360
- this.domElement = args?.domElement || document.body;
361
- this.hash = args?.hash;
362
- if (args?.renderer) {
363
- this.renderer = args.renderer;
364
- this.isManagedExternally = true;
365
- }
366
- if (args?.runInBackground !== undefined)
367
- this.runInBackground = args.runInBackground;
368
- if (args?.scene)
369
- this.scene = args.scene;
370
- else
371
- this.scene = new Scene();
372
- if (args?.camera)
373
- this._mainCamera = args.camera;
374
- this.application = new Application(this);
375
- this.time = new Time();
376
- this.input = new Input(this);
377
- this.physics = new Physics(this);
378
- this.connection = new NetworkConnection(this);
379
- // eslint-disable-next-line deprecation/deprecation
380
- this.assets = new AssetDatabase();
381
- this.sceneLighting = new SceneLighting(this);
382
- this.addressables = new Addressables(this);
383
- this.lightmaps = new LightDataRegistry(this);
384
- this.players = new PlayerViewManager(this);
385
- this.menu = new NeedleMenu(this);
386
- this.lodsManager = new LODsManager(this);
387
- this.animations = new AnimationsRegistry(this);
388
- const resizeCallback = () => this._sizeChanged = true;
389
- window.addEventListener('resize', resizeCallback);
390
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
391
- const resizeObserver = new ResizeObserver(_ => this._sizeChanged = true);
392
- resizeObserver.observe(this.domElement);
393
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
394
- this._intersectionObserver = new IntersectionObserver(entries => {
395
- this._isVisible = entries[0].isIntersecting;
396
- });
397
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
398
- ContextRegistry.register(this);
399
- }
400
- /** calling this function will dispose the current renderer and create a new one */
401
- createNewRenderer(params) {
402
- this.renderer?.dispose();
403
- params = { ...Context.DefaultWebGLRendererParameters, ...params };
404
- if (!params.canvas) {
405
- // get canvas already configured in the Needle Engine Web Component
406
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
407
- if (canvas) {
408
- params.canvas = canvas;
409
- if (debug) {
410
- console.log("Using canvas from shadow root", canvas);
411
- }
412
- }
413
- }
414
- if (debug)
415
- console.log("Using Renderer Parameters:", params, this.domElement);
416
- this.renderer = new WebGLRenderer(params);
417
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
418
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
419
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
420
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
421
- this.renderer.setClearColor(new Color('lightgrey'), 0);
422
- // // @ts-ignore
423
- // this.renderer.alpha = false;
424
- this.renderer.shadowMap.enabled = true;
425
- this.renderer.shadowMap.type = PCFSoftShadowMap;
426
- this.renderer.setSize(this.domWidth, this.domHeight);
427
- this.renderer.outputColorSpace = SRGBColorSpace;
428
- // Injecting the core nodes library here, like WebGPURenderer backends do
429
- //@ts-ignore
430
- this.renderer.nodes = {
431
- library: new BasicNodeLibrary(),
432
- modelViewMatrix: null,
433
- modelNormalViewMatrix: null,
434
- };
435
- // this.renderer.toneMapping = AgXToneMapping;
436
- this.lodsManager.setRenderer(this.renderer);
437
- this.input.bindEvents();
438
- }
439
- _intersectionObserver = null;
440
- internalOnUpdateVisible() {
441
- this._intersectionObserver?.disconnect();
442
- this._intersectionObserver?.observe(this.domElement);
443
- }
444
- _disposeCallbacks = [];
445
- /** will request a renderer size update the next render call (will call updateSize the next update) */
446
- requestSizeUpdate() { this._sizeChanged = true; }
447
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
448
- maxRenderResolution;
449
- /** update the renderer and canvas size */
450
- updateSize(force = false) {
451
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
452
- this._sizeChanged = false;
453
- const scaleFactor = this.resolutionScaleFactor;
454
- let width = this.domWidth * scaleFactor;
455
- let height = this.domHeight * scaleFactor;
456
- if (this.maxRenderResolution) {
457
- this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
458
- width = Math.min(this.maxRenderResolution.x, width);
459
- this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
460
- height = Math.min(this.maxRenderResolution.y, height);
461
- }
462
- const camera = this.mainCamera;
463
- this.updateAspect(camera);
464
- this.renderer.setSize(width, height, true);
465
- this.renderer.setPixelRatio(window.devicePixelRatio);
466
- // avoid setting pixel values here since this can cause pingpong updates
467
- // e.g. when system scale is set to 125%
468
- // https://github.com/needle-tools/needle-engine-support/issues/69
469
- this.renderer.domElement.style.width = "100%";
470
- this.renderer.domElement.style.height = "100%";
471
- if (this.composer) {
472
- this.composer.setSize?.call(this.composer, width, height);
473
- if ("setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
474
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
475
- }
476
- }
477
- }
478
- updateAspect(camera, width, height) {
479
- if (!camera)
480
- return;
481
- if (width === undefined)
482
- width = this.domWidth;
483
- if (height === undefined)
484
- height = this.domHeight;
485
- const aspectRatio = width / height;
486
- if (camera.isPerspectiveCamera) {
487
- const cam = camera;
488
- const pa = cam.aspect;
489
- cam.aspect = aspectRatio;
490
- if (pa !== cam.aspect)
491
- camera.updateProjectionMatrix();
492
- }
493
- else if (camera.isOrthographicCamera) {
494
- const cam = camera;
495
- // Maintain the camera's current vertical size (top - bottom)
496
- const verticalSize = cam.top - cam.bottom;
497
- // Calculate new horizontal size based on aspect ratio
498
- const horizontalSize = verticalSize * aspectRatio;
499
- // Update camera bounds while maintaining center position
500
- const halfWidth = horizontalSize / 2;
501
- const halfHeight = verticalSize / 2;
502
- if (cam.left != -halfWidth || cam.top != halfHeight) {
503
- cam.left = -halfWidth;
504
- cam.right = halfWidth;
505
- cam.top = halfHeight;
506
- cam.bottom = -halfHeight;
507
- camera.updateProjectionMatrix();
508
- }
509
- }
510
- }
511
- /** This will recreate the whole needle engine context and dispose the whole scene content
512
- * All content will be reloaded (loading times might be faster due to browser caches)
513
- * All scripts will be recreated */
514
- recreate() {
515
- this.clear();
516
- this.create(this._originalCreationArgs);
517
- }
518
- _originalCreationArgs;
519
- /** @deprecated use create. This method will be removed in a future version */
520
- async onCreate(opts) {
521
- return this.create(opts);
522
- }
523
- async create(opts) {
524
- try {
525
- this._isCreating = true;
526
- if (opts !== this._originalCreationArgs)
527
- this._originalCreationArgs = deepClone(opts);
528
- window.addEventListener("unhandledrejection", this.onUnhandledRejection);
529
- const res = await this.internalOnCreate(opts);
530
- this._isCreated = res;
531
- return res;
532
- }
533
- finally {
534
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
535
- this._isCreating = false;
536
- }
537
- }
538
- onUnhandledRejection = (event) => {
539
- this.onError(event.reason);
540
- };
541
- /** Dispatches an error */
542
- onError(error) {
543
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
544
- }
545
- /** Will destroy all scenes and objects in the scene
546
- */
547
- clear() {
548
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
549
- invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
550
- // NOTE: this does dispose the environment/background image too
551
- // which is probably not desired if it is set via the skybox-image attribute
552
- destroy(this.scene, true, true);
553
- this.scene = new Scene();
554
- this.addressables?.dispose();
555
- this.lightmaps?.clear();
556
- this.physics?.engine?.clearCaches();
557
- this.lodsManager.disable();
558
- if (!this.isManagedExternally) {
559
- if (this.renderer) {
560
- this.renderer.renderLists.dispose();
561
- this.renderer.state.reset();
562
- this.renderer.resetState();
563
- }
564
- }
565
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
566
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
567
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
568
- }
569
- dispose() {
570
- this.internalOnDestroy();
571
- }
572
- /**@deprecated use dispose() */
573
- onDestroy() { this.internalOnDestroy(); }
574
- internalOnDestroy() {
575
- Context.Current = this;
576
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
577
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
578
- this.clear();
579
- this.renderer?.setAnimationLoop(null);
580
- if (this.renderer) {
581
- this.renderer.setClearAlpha(0);
582
- this.renderer.clear();
583
- if (!this.isManagedExternally) {
584
- if (debug)
585
- console.log("Disposing renderer");
586
- this.renderer.dispose();
587
- }
588
- }
589
- this.scene = null;
590
- this.renderer = null;
591
- this.input.dispose();
592
- this.menu.onDestroy();
593
- this.animations.onDestroy();
594
- for (const cb of this._disposeCallbacks) {
595
- try {
596
- cb();
597
- }
598
- catch (e) {
599
- console.error("Error in on dispose callback:", e, cb);
600
- }
601
- }
602
- if (this.domElement?.parentElement) {
603
- this.domElement.parentElement.removeChild(this.domElement);
604
- }
605
- this._isCreated = false;
606
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
607
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
608
- ContextRegistry.unregister(this);
609
- if (Context.Current === this) {
610
- //@ts-ignore
611
- Context.Current = null;
612
- }
613
- }
614
- registerCoroutineUpdate(script, coroutine, evt) {
615
- if (typeof coroutine?.next !== "function") {
616
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
617
- return coroutine;
618
- }
619
- if (!this.coroutines[evt])
620
- this.coroutines[evt] = [];
621
- this.coroutines[evt].push({ comp: script, main: coroutine });
622
- return coroutine;
623
- }
624
- unregisterCoroutineUpdate(coroutine, evt) {
625
- if (!this.coroutines[evt])
626
- return;
627
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
628
- if (idx >= 0)
629
- this.coroutines[evt].splice(idx, 1);
630
- }
631
- stopAllCoroutinesFrom(script) {
632
- for (const evt in this.coroutines) {
633
- const rout = this.coroutines[evt];
634
- for (let i = rout.length - 1; i >= 0; i--) {
635
- const r = rout[i];
636
- if (r.comp === script) {
637
- rout.splice(i, 1);
638
- }
639
- }
640
- }
641
- }
642
- _cameraStack = [];
643
- setCurrentCamera(cam) {
644
- if (!cam)
645
- return;
646
- if (!cam.threeCamera)
647
- cam.buildCamera(); // < to build camera
648
- if (!cam.threeCamera) {
649
- console.warn("Camera component is missing camera", cam);
650
- return;
651
- }
652
- const index = this._cameraStack.indexOf(cam);
653
- if (index >= 0)
654
- this._cameraStack.splice(index, 1);
655
- this._cameraStack.push(cam);
656
- this.mainCameraComponent = cam;
657
- const camera = cam.threeCamera;
658
- if (camera.isPerspectiveCamera)
659
- this.updateAspect(camera);
660
- this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
661
- }
662
- removeCamera(cam) {
663
- if (!cam)
664
- return;
665
- const index = this._cameraStack.indexOf(cam);
666
- if (index >= 0)
667
- this._cameraStack.splice(index, 1);
668
- if (this.mainCameraComponent === cam) {
669
- this.mainCameraComponent = undefined;
670
- if (this._cameraStack.length > 0) {
671
- const last = this._cameraStack[this._cameraStack.length - 1];
672
- this.setCurrentCamera(last);
673
- }
674
- }
675
- }
676
- _onBeforeRenderListeners = new Map();
677
- _onAfterRenderListeners = new Map();
678
- /** use this to subscribe to onBeforeRender events on threejs objects */
679
- addBeforeRenderListener(target, callback) {
680
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
681
- this._onBeforeRenderListeners.set(target.uuid, []);
682
- target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
683
- }
684
- this._onBeforeRenderListeners.get(target.uuid).push(callback);
685
- }
686
- removeBeforeRenderListener(target, callback) {
687
- if (this._onBeforeRenderListeners.has(target.uuid)) {
688
- const arr = this._onBeforeRenderListeners.get(target.uuid);
689
- const idx = arr.indexOf(callback);
690
- if (idx >= 0)
691
- arr.splice(idx, 1);
692
- }
693
- }
694
- /** use this to subscribe to onAfterRender events on threejs objects */
695
- addAfterRenderListener(target, callback) {
696
- if (!this._onAfterRenderListeners.has(target.uuid)) {
697
- this._onAfterRenderListeners.set(target.uuid, []);
698
- target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
699
- }
700
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
701
- }
702
- removeAfterRenderListener(target, callback) {
703
- if (this._onAfterRenderListeners.has(target.uuid)) {
704
- const arr = this._onAfterRenderListeners.get(target.uuid);
705
- const idx = arr.indexOf(callback);
706
- if (idx >= 0)
707
- arr.splice(idx, 1);
708
- }
709
- }
710
- _createRenderCallbackWrapper(target, array) {
711
- return (renderer, scene, camera, geometry, material, group) => {
712
- const arr = array.get(target.uuid);
713
- if (!arr)
714
- return;
715
- for (let i = 0; i < arr.length; i++) {
716
- const fn = arr[i];
717
- fn(renderer, scene, camera, geometry, material, group);
718
- }
719
- };
720
- }
721
- _requireDepthTexture = false;
722
- _requireColorTexture = false;
723
- _renderTarget;
724
- _isRendering = false;
725
- get isRendering() { return this._isRendering; }
726
- setRequireDepth(val) {
727
- this._requireDepthTexture = val;
728
- }
729
- setRequireColor(val) {
730
- this._requireColorTexture = val;
731
- }
732
- get depthTexture() {
733
- return this._renderTarget?.depthTexture || null;
734
- }
735
- get opaqueColorTexture() {
736
- return this._renderTarget?.texture || null;
737
- }
738
- /** returns true if the dom element is visible on screen */
739
- get isVisibleToUser() {
740
- if (this.isInXR)
741
- return true;
742
- if (!this._isVisible)
743
- return false;
744
- const style = getComputedStyle(this.domElement);
745
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
746
- }
747
- _createId = 0;
748
- async internalOnCreate(opts) {
749
- const createId = ++this._createId;
750
- if (debug)
751
- console.log("Creating context", this.name, opts);
752
- // wait for async imported dependencies to be loaded
753
- // see https://linear.app/needle/issue/NE-4445
754
- const dependenciesReady = globalThis["needle:dependencies:ready"];
755
- if (dependenciesReady instanceof Promise) {
756
- if (debug)
757
- console.log("Waiting for dependencies to be ready");
758
- await dependenciesReady
759
- .catch(err => {
760
- if (debug || isDevEnvironment()) {
761
- showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
762
- const printedError = false;
763
- if (err instanceof ReferenceError) {
764
- let offendingComponentName = "YourComponentName";
765
- const offendingComponentStartIndex = err.message.indexOf("'");
766
- if (offendingComponentStartIndex > 0) {
767
- const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
768
- if (offendingComponentEndIndex > 0) {
769
- const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
770
- if (name.length > 3)
771
- offendingComponentName = name;
772
- }
773
- }
774
- console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
775
- return;
776
- }
777
- if (!printedError) {
778
- console.error("Needle Engine dependencies failed to load", err);
779
- }
780
- }
781
- })
782
- .then(() => {
783
- if (debug)
784
- console.log("Needle Engine dependencies are ready");
785
- });
786
- }
787
- this.clear();
788
- // stop the animation loop if its running during creation
789
- // since we do not want to start enabling scripts etc before they are deserialized
790
- if (this.isManagedExternally === false) {
791
- this.createNewRenderer();
792
- this.renderer?.setAnimationLoop(null);
793
- }
794
- await delay(1);
795
- Context.Current = this;
796
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
797
- // load and create scene
798
- let prepare_succeeded = true;
799
- let loadedFiles;
800
- try {
801
- Context.Current = this;
802
- if (opts) {
803
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
804
- }
805
- else
806
- loadedFiles = [];
807
- }
808
- catch (err) {
809
- console.error(err);
810
- prepare_succeeded = false;
811
- }
812
- if (!prepare_succeeded) {
813
- this.onError("Failed to load initial content");
814
- return false;
815
- }
816
- if (createId !== this._createId || opts?.abortSignal?.aborted) {
817
- return false;
818
- }
819
- this.internalOnUpdateVisible();
820
- if (!this.renderer) {
821
- if (debug)
822
- console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
823
- return false;
824
- }
825
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
826
- this.domElement.prepend(this.renderer.domElement);
827
- }
828
- Context.Current = this;
829
- // TODO: we could configure if we need physics
830
- // await this.physics.engine?.initialize();
831
- // Setup
832
- Context.Current = this;
833
- for (let i = 0; i < this.new_scripts.length; i++) {
834
- const script = this.new_scripts[i];
835
- if (script.gameObject !== undefined && script.gameObject !== null) {
836
- if (script.gameObject.userData === undefined)
837
- script.gameObject.userData = {};
838
- if (script.gameObject.userData.components === undefined)
839
- script.gameObject.userData.components = [];
840
- const arr = script.gameObject.userData.components;
841
- if (!arr.includes(script))
842
- arr.push(script);
843
- }
844
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
845
- // this.raycastTargets.push(script.gameObject);
846
- // }
847
- }
848
- // const context = new SerializationContext(this.scene);
849
- // for (let i = 0; i < this.new_scripts.length; i++) {
850
- // const script = this.new_scripts[i];
851
- // const ser = script as unknown as ISerializable;
852
- // if (ser.$serializedTypes === undefined) continue;
853
- // context.context = this;
854
- // context.object = script.gameObject;
855
- // deserializeObject(ser, script, context);
856
- // }
857
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
858
- if (this.post_setup_callbacks) {
859
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
860
- Context.Current = this;
861
- await this.post_setup_callbacks[i](this);
862
- }
863
- }
864
- if (!this._mainCamera) {
865
- Context.Current = this;
866
- let camera = null;
867
- foreachComponent(this.scene, comp => {
868
- const cam = comp;
869
- if (cam?.isCamera) {
870
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
871
- if (!cam.activeAndEnabled)
872
- return undefined;
873
- if (cam.tag === "MainCamera") {
874
- camera = cam;
875
- return true;
876
- }
877
- else
878
- camera = cam;
879
- }
880
- return undefined;
881
- });
882
- if (camera) {
883
- this.setCurrentCamera(camera);
884
- }
885
- else {
886
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
887
- if (!res && !this.mainCamera && !this.isManagedExternally)
888
- console.warn("Missing camera in main scene", this);
889
- }
890
- }
891
- this.input.bindEvents();
892
- Context.Current = this;
893
- looputils.processNewScripts(this);
894
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
895
- if (this.physics.engine) {
896
- this.physics.engine?.step(0);
897
- this.physics.engine?.postStep();
898
- }
899
- // const mainCam = this.mainCameraComponent as Camera;
900
- // if (mainCam) {
901
- // mainCam.applyClearFlagsIfIsActiveCamera();
902
- // }
903
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
904
- // TODO: import postprocessing async
905
- // const renderPass = new RenderPass(this.scene, this.mainCamera);
906
- // this.renderer.setSize(this.domWidth, this.domHeight);
907
- // this.composer.addPass(renderPass);
908
- // this.composer.setSize(this.domWidth, this.domHeight);
909
- }
910
- this._sizeChanged = true;
911
- if (this._stats) {
912
- this._stats.showPanel(0);
913
- this._stats.dom.style.position = "absolute"; // (default is fixed)
914
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
915
- }
916
- if (debug)
917
- logHierarchy(this.scene, true);
918
- // If no target framerate was set we use the default
919
- if (this.targetFrameRate === undefined) {
920
- if (debug)
921
- console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
922
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
923
- this.targetFrameRate = Context._defaultTargetFramerate;
924
- }
925
- else if (debug)
926
- console.log("Target framerate set to", this.targetFrameRate);
927
- this._dispatchReadyAfterFrame = true;
928
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
929
- if (res) {
930
- if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
931
- this.domElement?.internalSetLoadingMessage("finish loading");
932
- await res;
933
- }
934
- if (opts?.abortSignal?.aborted) {
935
- return false;
936
- }
937
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
938
- if (debug)
939
- console.log("Context Created...", this.renderer, this.renderer.domElement);
940
- this._isCreating = false;
941
- if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
942
- this.restartRenderLoop();
943
- return true;
944
- }
945
- async internalLoadInitialContent(createId, args) {
946
- const results = new Array();
947
- // early out if we dont have any files to load
948
- if (args.files.length === 0)
949
- return results;
950
- const files = [...args.files];
951
- const progressArg = {
952
- name: "",
953
- progress: null,
954
- index: 0,
955
- count: files.length
956
- };
957
- const loader = getLoader();
958
- // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
959
- const loadingHash = 0;
960
- for (let i = 0; i < files.length; i++) {
961
- if (args.abortSignal?.aborted) {
962
- if (debug)
963
- console.log("Aborting loading because of abort signal");
964
- break;
965
- }
966
- // abort loading if the create id has changed
967
- if (createId !== this._createId) {
968
- if (debug)
969
- console.log("Aborting loading because create id changed", createId, this._createId);
970
- break;
971
- }
972
- const file = files[i];
973
- args?.onLoadingStart?.call(this, i, file);
974
- if (debug)
975
- console.log("Context Load " + file);
976
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
977
- if (args.abortSignal?.aborted)
978
- return;
979
- progressArg.name = file;
980
- progressArg.progress = prog;
981
- progressArg.index = i;
982
- progressArg.count = files.length;
983
- args.onLoadingProgress?.call(this, progressArg);
984
- });
985
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
986
- if (res) {
987
- results.push({
988
- src: file,
989
- file: res
990
- });
991
- }
992
- else {
993
- // a file could not be loaded
994
- console.warn("Could not load file: " + file);
995
- }
996
- }
997
- // if the id was changed while still loading
998
- // then we want to cleanup/destroy previously loaded files
999
- if (createId !== this._createId || args.abortSignal?.aborted) {
1000
- if (debug)
1001
- console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1002
- for (const res of results) {
1003
- if (res && res.file) {
1004
- for (const scene of res.file.scenes)
1005
- destroy(scene, true, true);
1006
- }
1007
- }
1008
- }
1009
- // otherwise we want to add the loaded files to the current scene
1010
- else {
1011
- let anyModelFound = false;
1012
- for (const res of results) {
1013
- if (res && res.file) {
1014
- // TODO: should we load all scenes in a glTF here?
1015
- if (res.file.scene) {
1016
- anyModelFound = true;
1017
- this.scene.add(res.file.scene);
1018
- }
1019
- else {
1020
- console.warn("No scene found in loaded file");
1021
- }
1022
- }
1023
- }
1024
- // If the loaded files do not contain ANY model
1025
- // We then attempt to create a mesh from each material in the loaded files to visualize it
1026
- // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1027
- if (!anyModelFound) {
1028
- for (const res of results) {
1029
- if (res && res.file && "parser" in res.file) {
1030
- let y = 0;
1031
- if (!Array.isArray(res.file.parser.json.materials))
1032
- continue;
1033
- for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1034
- const mat = await res.file.parser.getDependency("material", i);
1035
- const parent = new Object3D();
1036
- parent.position.x = i * 1.1;
1037
- parent.position.y = y;
1038
- this.scene.add(parent);
1039
- ObjectUtils.createPrimitive("ShaderBall", {
1040
- parent,
1041
- material: mat
1042
- });
1043
- }
1044
- y += 1;
1045
- }
1046
- }
1047
- }
1048
- }
1049
- return results;
1050
- }
1051
- /** Sets the animation loop.
1052
- * Can not be done while creating the context or when disposed
1053
- **/
1054
- restartRenderLoop() {
1055
- if (!this.renderer) {
1056
- console.error("Can not start render loop without renderer");
1057
- return false;
1058
- }
1059
- if (this._isCreating) {
1060
- console.warn("Can not start render loop while creating context");
1061
- return false;
1062
- }
1063
- this.renderer.setAnimationLoop((timestamp, frame) => {
1064
- if (this.isManagedExternally)
1065
- return;
1066
- this.update(timestamp, frame);
1067
- });
1068
- return true;
1069
- }
1070
- _renderlooperrors = 0;
1071
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1072
- update(timestamp, frame) {
1073
- if (frame === undefined)
1074
- frame = null;
1075
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1076
- try {
1077
- performance.mark('update.start');
1078
- this.internalStep(timestamp, frame);
1079
- this._renderlooperrors = 0;
1080
- performance.mark('update.end');
1081
- performance.measure('NE Frame', 'update.start', 'update.end');
1082
- }
1083
- catch (err) {
1084
- this._renderlooperrors += 1;
1085
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1086
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1087
- console.error("Frame #" + this.time.frame + "\n", err);
1088
- if (this._renderlooperrors >= 3) {
1089
- console.warn("Stopping render loop due to error");
1090
- this.renderer.setAnimationLoop(null);
1091
- }
1092
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1093
- }
1094
- }
1095
- else {
1096
- this.internalStep(timestamp, frame);
1097
- }
1098
- }
1099
- /** Call to **manually** perform physics steps.
1100
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
1101
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1102
- * */
1103
- updatePhysics(steps) {
1104
- this.internalUpdatePhysics(steps);
1105
- }
1106
- _lastTimestamp = 0;
1107
- _accumulatedTime = 0;
1108
- _dispatchReadyAfterFrame = false;
1109
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1110
- internalStep(timestamp, frame) {
1111
- if (this.internalOnBeforeRender(timestamp, frame) === false)
1112
- return;
1113
- this.internalOnRender();
1114
- this.internalOnAfterRender();
1115
- }
1116
- internalOnBeforeRender(timestamp, frame) {
1117
- // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1118
- this.renderer.info.autoReset = true;
1119
- const sessionStarted = frame !== null && this._xrFrame === null;
1120
- this._xrFrame = frame;
1121
- if (sessionStarted) {
1122
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1123
- }
1124
- this._currentFrameEvent = FrameEvent.Undefined;
1125
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1126
- if (this._lastTimestamp === 0)
1127
- this._lastTimestamp = timestamp;
1128
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1129
- this._lastTimestamp = timestamp;
1130
- let targetFrameRate = this.targetFrameRate;
1131
- if (typeof targetFrameRate === "object")
1132
- targetFrameRate = targetFrameRate.value;
1133
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1134
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1135
- return false;
1136
- }
1137
- this._accumulatedTime = 0;
1138
- }
1139
- this._stats?.begin();
1140
- Context.Current = this;
1141
- if (this.onHandlePaused())
1142
- return false;
1143
- Context.Current = this;
1144
- this.time.update();
1145
- if (debugframerate)
1146
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1147
- looputils.processNewScripts(this);
1148
- looputils.updateIsActive(this.scene);
1149
- looputils.processStart(this);
1150
- invokeLifecycleFunctions(this, FrameEvent.Start);
1151
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1152
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1153
- const last = this._cameraStack[this._cameraStack.length - 1];
1154
- this.setCurrentCamera(last);
1155
- }
1156
- if (this.pre_update_oneshot_callbacks) {
1157
- for (const i in this.pre_update_oneshot_callbacks) {
1158
- this.pre_update_oneshot_callbacks[i]();
1159
- }
1160
- this.pre_update_oneshot_callbacks.length = 0;
1161
- }
1162
- if (this.pre_update_callbacks) {
1163
- for (const i in this.pre_update_callbacks) {
1164
- this.pre_update_callbacks[i]();
1165
- }
1166
- }
1167
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1168
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1169
- const script = this.scripts_earlyUpdate[i];
1170
- if (!script.activeAndEnabled)
1171
- continue;
1172
- if (script.earlyUpdate !== undefined) {
1173
- Context.Current = this;
1174
- script.earlyUpdate();
1175
- }
1176
- }
1177
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1178
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1179
- if (this.onHandlePaused())
1180
- return false;
1181
- this._currentFrameEvent = FrameEvent.Update;
1182
- for (let i = 0; i < this.scripts_update.length; i++) {
1183
- const script = this.scripts_update[i];
1184
- if (!script.activeAndEnabled)
1185
- continue;
1186
- if (script.update !== undefined) {
1187
- Context.Current = this;
1188
- script.update();
1189
- }
1190
- }
1191
- this.executeCoroutines(FrameEvent.Update);
1192
- invokeLifecycleFunctions(this, FrameEvent.Update);
1193
- if (this.onHandlePaused())
1194
- return false;
1195
- this._currentFrameEvent = FrameEvent.LateUpdate;
1196
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1197
- const script = this.scripts_lateUpdate[i];
1198
- if (!script.activeAndEnabled)
1199
- continue;
1200
- if (script.lateUpdate !== undefined) {
1201
- Context.Current = this;
1202
- script.lateUpdate();
1203
- }
1204
- }
1205
- // this.mainLight = null;
1206
- this.executeCoroutines(FrameEvent.LateUpdate);
1207
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1208
- if (this.onHandlePaused())
1209
- return false;
1210
- if (this.physicsSteps === undefined) {
1211
- this.physicsSteps = 1;
1212
- }
1213
- if (this.physics.engine && this.physicsSteps > 0) {
1214
- this.internalUpdatePhysics(this.physicsSteps);
1215
- }
1216
- if (this.onHandlePaused())
1217
- return false;
1218
- if (this.isVisibleToUser || this.runInBackground) {
1219
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1220
- // should we move these callbacks in the regular three onBeforeRender events?
1221
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1222
- const script = this.scripts_onBeforeRender[i];
1223
- if (!script.activeAndEnabled)
1224
- continue;
1225
- // if(script.isActiveAndEnabled === false) continue;
1226
- if (script.onBeforeRender !== undefined) {
1227
- Context.Current = this;
1228
- script.onBeforeRender(frame);
1229
- }
1230
- }
1231
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1232
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1233
- if (this._sizeChanged)
1234
- this.updateSize();
1235
- if (this.pre_render_callbacks) {
1236
- for (const i in this.pre_render_callbacks) {
1237
- this.pre_render_callbacks[i](frame);
1238
- }
1239
- }
1240
- }
1241
- return true;
1242
- }
1243
- internalUpdatePhysics(steps) {
1244
- if (!this.physics.engine)
1245
- return false;
1246
- const physicsSteps = steps;
1247
- const dt = this.time.deltaTime / physicsSteps;
1248
- for (let i = 0; i < physicsSteps; i++) {
1249
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1250
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1251
- this.physics.engine.step(dt);
1252
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1253
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1254
- }
1255
- this.physics.engine.postStep();
1256
- return true;
1257
- }
1258
- internalOnRender() {
1259
- if (!this.isManagedExternally) {
1260
- // when loading assets we compile them async after GLTFLoader is done
1261
- // but as a fallback we still register them (if e.g. there's no camera for compile async)
1262
- looputils.runPrewarm(this);
1263
- this._currentFrameEvent = FrameEvent.Undefined;
1264
- nodeFrame.update();
1265
- this.renderNow();
1266
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1267
- }
1268
- }
1269
- internalOnAfterRender() {
1270
- if (this.isVisibleToUser || this.runInBackground) {
1271
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1272
- const script = this.scripts_onAfterRender[i];
1273
- if (!script.activeAndEnabled)
1274
- continue;
1275
- if (script.onAfterRender !== undefined) {
1276
- Context.Current = this;
1277
- script.onAfterRender();
1278
- }
1279
- }
1280
- this.executeCoroutines(FrameEvent.OnAfterRender);
1281
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1282
- if (this.post_render_callbacks) {
1283
- for (const i in this.post_render_callbacks) {
1284
- this.post_render_callbacks[i]();
1285
- }
1286
- }
1287
- }
1288
- this._currentFrameEvent = -1;
1289
- this.connection.sendBufferedMessagesNow();
1290
- if (this._stats) {
1291
- this._stats.end();
1292
- if (this.time.frameCount % 150 === 0)
1293
- console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1294
- }
1295
- if (this._dispatchReadyAfterFrame) {
1296
- this._dispatchReadyAfterFrame = false;
1297
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1298
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1299
- }
1300
- }
1301
- renderNow(camera) {
1302
- if (!camera) {
1303
- camera = this.mainCamera;
1304
- if (!camera)
1305
- return false;
1306
- }
1307
- this.handleRendererContextLost();
1308
- this._isRendering = true;
1309
- this.renderRequiredTextures();
1310
- if (this.renderer.toneMapping !== NoToneMapping)
1311
- patchTonemapping(this);
1312
- if (this.composer && !this.isInXR) {
1313
- // if a camera is passed in we need to check if we need to update the composer's camera
1314
- if (camera && "setMainCamera" in this.composer) {
1315
- const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1316
- if (currentPassesCamera != camera)
1317
- this.composer.setMainCamera(camera);
1318
- }
1319
- this.composer.render(this.time.deltaTime);
1320
- }
1321
- else if (camera) {
1322
- // Workaround for issue on Vision Pro –
1323
- // depth buffer is not cleared between eye draws, despite the spec...
1324
- if (this.isInXR && DeviceUtilities.isMacOS())
1325
- this.renderer.clearDepth();
1326
- this.renderer.render(this.scene, camera);
1327
- }
1328
- this._isRendering = false;
1329
- return true;
1330
- }
1331
- _contextRestoreTries = 0;
1332
- handleRendererContextLost() {
1333
- // Try to restore the context every x frames
1334
- if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1335
- if (this._contextRestoreTries++ < 100) {
1336
- console.warn("Attempting to recover WebGL context...");
1337
- this.renderer.forceContextRestore();
1338
- }
1339
- }
1340
- }
1341
- /** returns true if we should return out of the frame loop */
1342
- _wasPaused = false;
1343
- onHandlePaused() {
1344
- const paused = this.evaluatePaused();
1345
- if (this._wasPaused !== paused) {
1346
- if (debugActive)
1347
- console.log("Paused?", paused, "context:" + this.alias);
1348
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1349
- const script = this.scripts_pausedChanged[i];
1350
- if (!script.activeAndEnabled)
1351
- continue;
1352
- if (script.onPausedChanged !== undefined) {
1353
- Context.Current = this;
1354
- script.onPausedChanged(paused, this._wasPaused);
1355
- }
1356
- }
1357
- }
1358
- this._wasPaused = paused;
1359
- return paused;
1360
- }
1361
- evaluatePaused() {
1362
- if (this.isInXR)
1363
- return false;
1364
- if (this.isPaused)
1365
- return true;
1366
- // if the element is not visible use the runInBackground flag to determine if we should continue
1367
- if (this.runInBackground) {
1368
- return false;
1369
- }
1370
- const paused = !this.isVisibleToUser;
1371
- return paused;
1372
- }
1373
- renderRequiredTextures() {
1374
- if (!this.mainCamera)
1375
- return;
1376
- if (!this._requireDepthTexture && !this._requireColorTexture)
1377
- return;
1378
- if (!this._renderTarget) {
1379
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1380
- if (this._requireDepthTexture) {
1381
- const dt = new DepthTexture(this.domWidth, this.domHeight);
1382
- ;
1383
- this._renderTarget.depthTexture = dt;
1384
- }
1385
- if (this._requireColorTexture) {
1386
- this._renderTarget.texture = new Texture();
1387
- this._renderTarget.texture.generateMipmaps = false;
1388
- this._renderTarget.texture.minFilter = NearestFilter;
1389
- this._renderTarget.texture.magFilter = NearestFilter;
1390
- this._renderTarget.texture.format = RGBAFormat;
1391
- }
1392
- }
1393
- const rt = this._renderTarget;
1394
- if (rt.texture) {
1395
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1396
- }
1397
- const prevTarget = this.renderer.getRenderTarget();
1398
- this.renderer.setRenderTarget(rt);
1399
- this.renderer.render(this.scene, this.mainCamera);
1400
- this.renderer.setRenderTarget(prevTarget);
1401
- }
1402
- executeCoroutines(evt) {
1403
- if (this.coroutines[evt]) {
1404
- const evts = this.coroutines[evt];
1405
- for (let i = 0; i < evts.length; i++) {
1406
- try {
1407
- const evt = evts[i];
1408
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1409
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1410
- if (remove) {
1411
- if (debugCoroutine)
1412
- console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1413
- evts.splice(i, 1);
1414
- --i;
1415
- continue;
1416
- }
1417
- const iter = evt.chained;
1418
- if (iter && iter.length > 0) {
1419
- const last = iter[iter.length - 1];
1420
- const res = last.next();
1421
- if (res.done) {
1422
- iter.pop();
1423
- }
1424
- if (isGenerator(res)) {
1425
- if (!evt.chained)
1426
- evt.chained = [];
1427
- evt.chained.push(res.value);
1428
- }
1429
- if (!res.done)
1430
- continue;
1431
- }
1432
- const res = evt.main.next();
1433
- if (res.done === true) {
1434
- evts.splice(i, 1);
1435
- --i;
1436
- continue;
1437
- }
1438
- const val = res.value;
1439
- if (isGenerator(val)) {
1440
- // invoke once if its a generator
1441
- // this means e.g. WaitForFrame(1) works and will capture
1442
- // the frame it was created
1443
- const gen = val;
1444
- const res = gen.next();
1445
- if (res.done)
1446
- continue;
1447
- if (!evt.chained)
1448
- evt.chained = [];
1449
- evt.chained.push(val);
1450
- }
1451
- else if (val instanceof Promise) {
1452
- // If its a promise we want to wait for it to resolve
1453
- const prom = val;
1454
- if (!evt.chained)
1455
- evt.chained = [];
1456
- const nested = WaitForPromise(prom);
1457
- evt.chained?.push(nested);
1458
- continue;
1459
- }
1460
- }
1461
- catch (e) {
1462
- console.error(e);
1463
- }
1464
- }
1465
- }
1466
- function isGenerator(val) {
1467
- if (val) {
1468
- if (val.next && val.return) {
1469
- return true;
1470
- }
1471
- }
1472
- return false;
1473
- }
1474
- }
1475
- }
1476
- // const scene = new Scene();
1477
- // const useComposer = utils.getParam("postfx");
1478
- // const renderer = new WebGLRenderer({ antialias: true });
1479
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1480
- // renderer.setClearColor(new Color('lightgrey'), 0)
1481
- // renderer.antialias = true;
1482
- // renderer.alpha = false;
1483
- // renderer.shadowMap.enabled = true;
1484
- // renderer.shadowMap.type = PCFSoftShadowMap;
1485
- // renderer.setSize(window.innerWidth, window.innerHeight);
1486
- // renderer.outputEncoding = sRGBEncoding;
1487
- // renderer.physicallyCorrectLights = true;
1488
- // document.body.appendChild(renderer.domElement);
1489
- // // generation pushes loading requests in this array
1490
- // const sceneData: {
1491
- // mainCamera: Camera | undefined
1492
- // } = {
1493
- // preparing: [],
1494
- // resolving: [],
1495
- // scripts: [],
1496
- // raycastTargets: [],
1497
- // mainCamera: undefined,
1498
- // mainCameraComponent: undefined,
1499
- // };
1500
- // // contains a list of functions to be called after loading is done
1501
- // const post_setup_callbacks = [];
1502
- // const pre_render_Callbacks = [];
1503
- // const post_render_callbacks = [];
1504
- // const new_scripts = [];
1505
- // const new_scripts_post_setup_callbacks = [];
1506
- // const new_scripts_pre_setup_callbacks = [];
1507
- // export {
1508
- // scene, renderer, composer,
1509
- // new_scripts,
1510
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1511
- // sceneData,
1512
- // post_setup_callbacks,
1513
- // pre_render_Callbacks,
1514
- // post_render_callbacks
1515
- // }
1
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
+ import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ /** @ts-ignore (not yet in types?) */
4
+ import { BasicNodeLibrary } from "three";
5
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
+ import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
+ import { Addressables } from './engine_addressables.js';
9
+ import { AnimationsRegistry } from './engine_animation.js';
10
+ import { Application } from './engine_application.js';
11
+ import { AssetDatabase } from './engine_assetdatabase.js';
12
+ import { VERSION } from './engine_constants.js';
13
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
+ import { WaitForPromise } from './engine_coroutine.js';
15
+ import { ObjectUtils } from "./engine_create_objects.js";
16
+ import { destroy, foreachComponent } from './engine_gameobject.js';
17
+ import { getLoader } from './engine_gltf.js';
18
+ import { Input } from './engine_input.js';
19
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
+ import { LightDataRegistry } from './engine_lightdata.js';
21
+ import { LODsManager } from "./engine_lods.js";
22
+ import * as looputils from './engine_mainloop_utils.js';
23
+ import { NetworkConnection } from './engine_networking.js';
24
+ import { Physics } from './engine_physics.js';
25
+ import { PlayerViewManager } from './engine_playerview.js';
26
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
+ import { logHierarchy } from './engine_three_utils.js';
28
+ import { Time } from './engine_time.js';
29
+ import { patchTonemapping } from './engine_tonemapping.js';
30
+ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
+ const debug = getParam("debugcontext");
33
+ const stats = getParam("stats");
34
+ const debugActive = getParam("debugactive");
35
+ const debugframerate = getParam("debugframerate");
36
+ const debugCoroutine = getParam("debugcoroutine");
37
+ // this is where functions that setup unity scenes will be pushed into
38
+ // those will be accessed from our custom html element to load them into their context
39
+ export const build_scene_functions = {};
40
+ export class ContextArgs {
41
+ name;
42
+ /** for debugging only */
43
+ alias;
44
+ /** the hash is used as a seed when initially loading the scene files */
45
+ hash;
46
+ /** when true the context will not check if it's visible in the viewport and always update and render */
47
+ runInBackground;
48
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
+ domElement;
50
+ /** externally owned renderer */
51
+ renderer;
52
+ /** externally owned camera */
53
+ camera;
54
+ /** externally owned scene */
55
+ scene;
56
+ }
57
+ export var FrameEvent;
58
+ (function (FrameEvent) {
59
+ FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
+ FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
+ FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
+ FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
+ FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
+ FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
+ FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
+ FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
+ FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
+ })(FrameEvent || (FrameEvent = {}));
69
+ export function registerComponent(script, context) {
70
+ if (!script)
71
+ return;
72
+ if (!script.isComponent) {
73
+ if (isDevEnvironment() || debug)
74
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
+ return;
76
+ }
77
+ if (!context) {
78
+ context = Context.Current;
79
+ if (debug)
80
+ console.warn("> Registering component without context");
81
+ }
82
+ const new_scripts = context?.new_scripts;
83
+ if (!new_scripts.includes(script)) {
84
+ new_scripts.push(script);
85
+ }
86
+ }
87
+ /**
88
+ * The context is the main object that holds all the data and state of the Needle Engine.
89
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
+ * @example
91
+ * ```typescript
92
+ * import { Behaviour } from "@needle-tools/engine";
93
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
+ * export class MyScript extends Behaviour {
95
+ * start() {
96
+ * console.log("Hello from MyScript");
97
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
+ * }
99
+ * }
100
+ * ```
101
+ */
102
+ export class Context {
103
+ static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
+ /** When a new context is created this is the framerate that will be used by default */
105
+ static get DefaultTargetFrameRate() {
106
+ return Context._defaultTargetFramerate.value;
107
+ }
108
+ /** When a new context is created this is the framerate that will be used by default */
109
+ static set DefaultTargetFrameRate(val) {
110
+ Context._defaultTargetFramerate.value = val;
111
+ }
112
+ static _defaultWebglRendererParameters = {
113
+ antialias: true,
114
+ alpha: false,
115
+ // Note: this is due to a bug on OSX devices. See NE-5370
116
+ powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
+ stencil: true,
118
+ // logarithmicDepthBuffer: true,
119
+ // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
+ };
121
+ /** The default parameters that will be used when creating a new WebGLRenderer.
122
+ * Modify in global context to change the default parameters for all new contexts.
123
+ * @example
124
+ * ```typescript
125
+ * import { Context } from "@needle-tools/engine";
126
+ * Context.DefaultWebGLRendererParameters.antialias = false;
127
+ * ```
128
+ */
129
+ static get DefaultWebGLRendererParameters() {
130
+ return Context._defaultWebglRendererParameters;
131
+ }
132
+ /** The needle engine version */
133
+ get version() {
134
+ return VERSION;
135
+ }
136
+ /** The currently active context. Only set during the update loops */
137
+ static get Current() {
138
+ return ContextRegistry.Current;
139
+ }
140
+ /** @internal this property should not be set by user code */
141
+ static set Current(context) {
142
+ ContextRegistry.Current = context;
143
+ }
144
+ static get All() {
145
+ return ContextRegistry.All;
146
+ }
147
+ /** The name of the context */
148
+ name;
149
+ /** An alias for the context */
150
+ alias;
151
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
+ * When this is false you are responsible to call update(timestamp, xframe.
153
+ * It is also currently assumed that rendering is handled performed by an external process
154
+ * */
155
+ isManagedExternally = false;
156
+ /** set to true to pause the update loop. You can receive an event for it in your components.
157
+ * Note that script updates will not be called when paused */
158
+ isPaused = false;
159
+ /** When enabled the application will run while not visible on the page */
160
+ runInBackground = false;
161
+ /**
162
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
+ * Set to undefined if you want to run at the maximum framerate
164
+ */
165
+ targetFrameRate;
166
+ /** Use a higher number for more accurate physics simulation.
167
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
+ * Set to 0 to disable physics updates
169
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
+ */
171
+ physicsSteps = 1;
172
+ /** used to append to loaded assets */
173
+ hash;
174
+ /** The `<needle-engine>` web component */
175
+ domElement;
176
+ appendHTMLElement(element) {
177
+ if (this.domElement.shadowRoot)
178
+ return this.domElement.shadowRoot.appendChild(element);
179
+ else
180
+ return this.domElement.appendChild(element);
181
+ }
182
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
+ /** use to scale the resolution up or down of the renderer. default is 1 */
184
+ set resolutionScaleFactor(val) {
185
+ if (val === this._resolutionScaleFactor)
186
+ return;
187
+ if (typeof val !== "number")
188
+ return;
189
+ if (val <= 0) {
190
+ console.error("Invalid resolution scale factor", val);
191
+ return;
192
+ }
193
+ this._resolutionScaleFactor = val;
194
+ this.updateSize();
195
+ }
196
+ _resolutionScaleFactor = 1;
197
+ // domElement.clientLeft etc doesnt return absolute position
198
+ _boundingClientRectFrame = -1;
199
+ _boundingClientRect = null;
200
+ _domX;
201
+ _domY;
202
+ /** update bounding rects + domX, domY */
203
+ calculateBoundingClientRect() {
204
+ // workaround for mozilla webXR viewer
205
+ if (this.xr) {
206
+ this._domX = 0;
207
+ this._domY = 0;
208
+ return;
209
+ }
210
+ // TODO: cache this
211
+ if (this._boundingClientRectFrame === this.time.frame)
212
+ return;
213
+ this._boundingClientRectFrame = this.time.frame;
214
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
215
+ this._domX = this._boundingClientRect.x;
216
+ this._domY = this._boundingClientRect.y;
217
+ }
218
+ /** The width of the `<needle-engine>` element on the website */
219
+ get domWidth() {
220
+ // for mozilla XR
221
+ if (this.isInAR)
222
+ return window.innerWidth;
223
+ return this.domElement.clientWidth;
224
+ }
225
+ /** The height of the `<needle-engine>` element on the website */
226
+ get domHeight() {
227
+ // for mozilla XR
228
+ if (this.isInAR)
229
+ return window.innerHeight;
230
+ return this.domElement.clientHeight;
231
+ }
232
+ /** the X position of the Needle Engine element on the website */
233
+ get domX() {
234
+ this.calculateBoundingClientRect();
235
+ return this._domX;
236
+ }
237
+ /** the Y position of the Needlee Engine element on the website */
238
+ get domY() {
239
+ this.calculateBoundingClientRect();
240
+ return this._domY;
241
+ }
242
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
243
+ /** shorthand for `NeedleXRSession.active`
244
+ * Automatically set by NeedleXRSession when a XR session is active
245
+ * @returns the active XR session or null if no session is active
246
+ * */
247
+ xr = null;
248
+ get xrSessionMode() { return this.xr?.mode; }
249
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
250
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
251
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
252
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
253
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
254
+ get xrSession() { return this.renderer?.xr?.getSession(); }
255
+ /** @returns the latest XRFrame (if a XRSession is currently active)
256
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
257
+ */
258
+ get xrFrame() { return this._xrFrame; }
259
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
260
+ get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
261
+ _xrFrame = null;
262
+ get arOverlayElement() {
263
+ const el = this.domElement;
264
+ if (typeof el.getAROverlayContainer === "function")
265
+ return el.getAROverlayContainer();
266
+ return this.domElement;
267
+ }
268
+ /** Current event of the update cycle */
269
+ get currentFrameEvent() {
270
+ return this._currentFrameEvent;
271
+ }
272
+ _currentFrameEvent = FrameEvent.Undefined;
273
+ scene;
274
+ renderer;
275
+ composer = null;
276
+ // all scripts
277
+ scripts = [];
278
+ scripts_pausedChanged = [];
279
+ // scripts with update event
280
+ scripts_earlyUpdate = [];
281
+ scripts_update = [];
282
+ scripts_lateUpdate = [];
283
+ scripts_onBeforeRender = [];
284
+ scripts_onAfterRender = [];
285
+ scripts_WithCorroutines = [];
286
+ scripts_immersive_vr = [];
287
+ scripts_immersive_ar = [];
288
+ coroutines = {};
289
+ /** callbacks called once after the context has been created */
290
+ post_setup_callbacks = [];
291
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
292
+ pre_update_callbacks = [];
293
+ /** called every frame before rendering (after all component events) */
294
+ pre_render_callbacks = [];
295
+ /** called every frame after rendering (after all component events) */
296
+ post_render_callbacks = [];
297
+ /** called every frame befroe update (this list is emptied every frame) */
298
+ pre_update_oneshot_callbacks = [];
299
+ new_scripts = [];
300
+ new_script_start = [];
301
+ new_scripts_pre_setup_callbacks = [];
302
+ new_scripts_post_setup_callbacks = [];
303
+ new_scripts_xr = [];
304
+ /** The main camera component of the scene - this camera is used for rendering */
305
+ mainCameraComponent = undefined;
306
+ /** The main camera of the scene - this camera is used for rendering */
307
+ get mainCamera() {
308
+ if (this._mainCamera) {
309
+ return this._mainCamera;
310
+ }
311
+ if (this.mainCameraComponent) {
312
+ const cam = this.mainCameraComponent;
313
+ if (!cam.threeCamera)
314
+ cam.buildCamera();
315
+ return cam.threeCamera;
316
+ }
317
+ if (!this._fallbackCamera) {
318
+ this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
319
+ }
320
+ return this._fallbackCamera;
321
+ }
322
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
323
+ set mainCamera(cam) {
324
+ this._mainCamera = cam;
325
+ }
326
+ _mainCamera = null;
327
+ _fallbackCamera = null;
328
+ application;
329
+ /** access animation mixer used by components in the scene */
330
+ animations;
331
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
332
+ time;
333
+ input;
334
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
335
+ physics;
336
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
337
+ connection;
338
+ /**
339
+ * @deprecated AssetDataBase is deprecated
340
+ */
341
+ assets;
342
+ mainLight = null;
343
+ /** @deprecated Use sceneLighting */
344
+ get rendererData() { return this.sceneLighting; }
345
+ sceneLighting;
346
+ addressables;
347
+ lightmaps;
348
+ players;
349
+ lodsManager;
350
+ menu;
351
+ get isCreated() { return this._isCreated; }
352
+ _sizeChanged = false;
353
+ _isCreated = false;
354
+ _isCreating = false;
355
+ _isVisible = false;
356
+ _stats = stats ? new Stats.default() : null;
357
+ constructor(args) {
358
+ this.name = args?.name || "";
359
+ this.alias = args?.alias;
360
+ this.domElement = args?.domElement || document.body;
361
+ this.hash = args?.hash;
362
+ if (args?.renderer) {
363
+ this.renderer = args.renderer;
364
+ this.isManagedExternally = true;
365
+ }
366
+ if (args?.runInBackground !== undefined)
367
+ this.runInBackground = args.runInBackground;
368
+ if (args?.scene)
369
+ this.scene = args.scene;
370
+ else
371
+ this.scene = new Scene();
372
+ if (args?.camera)
373
+ this._mainCamera = args.camera;
374
+ this.application = new Application(this);
375
+ this.time = new Time();
376
+ this.input = new Input(this);
377
+ this.physics = new Physics(this);
378
+ this.connection = new NetworkConnection(this);
379
+ // eslint-disable-next-line deprecation/deprecation
380
+ this.assets = new AssetDatabase();
381
+ this.sceneLighting = new SceneLighting(this);
382
+ this.addressables = new Addressables(this);
383
+ this.lightmaps = new LightDataRegistry(this);
384
+ this.players = new PlayerViewManager(this);
385
+ this.menu = new NeedleMenu(this);
386
+ this.lodsManager = new LODsManager(this);
387
+ this.animations = new AnimationsRegistry(this);
388
+ const resizeCallback = () => this._sizeChanged = true;
389
+ window.addEventListener('resize', resizeCallback);
390
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
391
+ const resizeObserver = new ResizeObserver(_ => this._sizeChanged = true);
392
+ resizeObserver.observe(this.domElement);
393
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
394
+ this._intersectionObserver = new IntersectionObserver(entries => {
395
+ this._isVisible = entries[0].isIntersecting;
396
+ });
397
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
398
+ ContextRegistry.register(this);
399
+ }
400
+ /** calling this function will dispose the current renderer and create a new one */
401
+ createNewRenderer(params) {
402
+ this.renderer?.dispose();
403
+ params = { ...Context.DefaultWebGLRendererParameters, ...params };
404
+ if (!params.canvas) {
405
+ // get canvas already configured in the Needle Engine Web Component
406
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
407
+ if (canvas) {
408
+ params.canvas = canvas;
409
+ if (debug) {
410
+ console.log("Using canvas from shadow root", canvas);
411
+ }
412
+ }
413
+ }
414
+ if (debug)
415
+ console.log("Using Renderer Parameters:", params, this.domElement);
416
+ this.renderer = new WebGLRenderer(params);
417
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
418
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
419
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
420
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
421
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
422
+ // // @ts-ignore
423
+ // this.renderer.alpha = false;
424
+ this.renderer.shadowMap.enabled = true;
425
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
426
+ this.renderer.setSize(this.domWidth, this.domHeight);
427
+ this.renderer.outputColorSpace = SRGBColorSpace;
428
+ // Injecting the core nodes library here, like WebGPURenderer backends do
429
+ //@ts-ignore
430
+ this.renderer.nodes = {
431
+ library: new BasicNodeLibrary(),
432
+ modelViewMatrix: null,
433
+ modelNormalViewMatrix: null,
434
+ };
435
+ // this.renderer.toneMapping = AgXToneMapping;
436
+ this.lodsManager.setRenderer(this.renderer);
437
+ this.input.bindEvents();
438
+ }
439
+ _intersectionObserver = null;
440
+ internalOnUpdateVisible() {
441
+ this._intersectionObserver?.disconnect();
442
+ this._intersectionObserver?.observe(this.domElement);
443
+ }
444
+ _disposeCallbacks = [];
445
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
446
+ requestSizeUpdate() { this._sizeChanged = true; }
447
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
448
+ maxRenderResolution;
449
+ /** update the renderer and canvas size */
450
+ updateSize(force = false) {
451
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
452
+ this._sizeChanged = false;
453
+ const scaleFactor = this.resolutionScaleFactor;
454
+ let width = this.domWidth * scaleFactor;
455
+ let height = this.domHeight * scaleFactor;
456
+ if (this.maxRenderResolution) {
457
+ this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
458
+ width = Math.min(this.maxRenderResolution.x, width);
459
+ this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
460
+ height = Math.min(this.maxRenderResolution.y, height);
461
+ }
462
+ const camera = this.mainCamera;
463
+ this.updateAspect(camera);
464
+ this.renderer.setSize(width, height, true);
465
+ this.renderer.setPixelRatio(window.devicePixelRatio);
466
+ // avoid setting pixel values here since this can cause pingpong updates
467
+ // e.g. when system scale is set to 125%
468
+ // https://github.com/needle-tools/needle-engine-support/issues/69
469
+ this.renderer.domElement.style.width = "100%";
470
+ this.renderer.domElement.style.height = "100%";
471
+ if (this.composer) {
472
+ this.composer.setSize?.call(this.composer, width, height);
473
+ if ("setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
474
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
475
+ }
476
+ }
477
+ }
478
+ updateAspect(camera, width, height) {
479
+ if (!camera)
480
+ return;
481
+ if (width === undefined)
482
+ width = this.domWidth;
483
+ if (height === undefined)
484
+ height = this.domHeight;
485
+ const aspectRatio = width / height;
486
+ if (camera.isPerspectiveCamera) {
487
+ const cam = camera;
488
+ const pa = cam.aspect;
489
+ cam.aspect = aspectRatio;
490
+ if (pa !== cam.aspect)
491
+ camera.updateProjectionMatrix();
492
+ }
493
+ else if (camera.isOrthographicCamera) {
494
+ const cam = camera;
495
+ // Maintain the camera's current vertical size (top - bottom)
496
+ const verticalSize = cam.top - cam.bottom;
497
+ // Calculate new horizontal size based on aspect ratio
498
+ const horizontalSize = verticalSize * aspectRatio;
499
+ // Update camera bounds while maintaining center position
500
+ const halfWidth = horizontalSize / 2;
501
+ const halfHeight = verticalSize / 2;
502
+ if (cam.left != -halfWidth || cam.top != halfHeight) {
503
+ cam.left = -halfWidth;
504
+ cam.right = halfWidth;
505
+ cam.top = halfHeight;
506
+ cam.bottom = -halfHeight;
507
+ camera.updateProjectionMatrix();
508
+ }
509
+ }
510
+ }
511
+ /** This will recreate the whole needle engine context and dispose the whole scene content
512
+ * All content will be reloaded (loading times might be faster due to browser caches)
513
+ * All scripts will be recreated */
514
+ recreate() {
515
+ this.clear();
516
+ this.create(this._originalCreationArgs);
517
+ }
518
+ _originalCreationArgs;
519
+ /** @deprecated use create. This method will be removed in a future version */
520
+ async onCreate(opts) {
521
+ return this.create(opts);
522
+ }
523
+ async create(opts) {
524
+ try {
525
+ this._isCreating = true;
526
+ if (opts !== this._originalCreationArgs)
527
+ this._originalCreationArgs = deepClone(opts);
528
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection);
529
+ const res = await this.internalOnCreate(opts);
530
+ this._isCreated = res;
531
+ return res;
532
+ }
533
+ finally {
534
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
535
+ this._isCreating = false;
536
+ }
537
+ }
538
+ onUnhandledRejection = (event) => {
539
+ this.onError(event.reason);
540
+ };
541
+ /** Dispatches an error */
542
+ onError(error) {
543
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
544
+ }
545
+ /** Will destroy all scenes and objects in the scene
546
+ */
547
+ clear() {
548
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
549
+ invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
550
+ // NOTE: this does dispose the environment/background image too
551
+ // which is probably not desired if it is set via the skybox-image attribute
552
+ destroy(this.scene, true, true);
553
+ this.scene = new Scene();
554
+ this.addressables?.dispose();
555
+ this.lightmaps?.clear();
556
+ this.physics?.engine?.clearCaches();
557
+ this.lodsManager.disable();
558
+ if (!this.isManagedExternally) {
559
+ if (this.renderer) {
560
+ this.renderer.renderLists.dispose();
561
+ this.renderer.state.reset();
562
+ this.renderer.resetState();
563
+ }
564
+ }
565
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
566
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
567
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
568
+ }
569
+ dispose() {
570
+ this.internalOnDestroy();
571
+ }
572
+ /**@deprecated use dispose() */
573
+ onDestroy() { this.internalOnDestroy(); }
574
+ internalOnDestroy() {
575
+ Context.Current = this;
576
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
577
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
578
+ this.clear();
579
+ this.renderer?.setAnimationLoop(null);
580
+ if (this.renderer) {
581
+ this.renderer.setClearAlpha(0);
582
+ this.renderer.clear();
583
+ if (!this.isManagedExternally) {
584
+ if (debug)
585
+ console.log("Disposing renderer");
586
+ this.renderer.dispose();
587
+ }
588
+ }
589
+ this.scene = null;
590
+ this.renderer = null;
591
+ this.input.dispose();
592
+ this.menu.onDestroy();
593
+ this.animations.onDestroy();
594
+ for (const cb of this._disposeCallbacks) {
595
+ try {
596
+ cb();
597
+ }
598
+ catch (e) {
599
+ console.error("Error in on dispose callback:", e, cb);
600
+ }
601
+ }
602
+ if (this.domElement?.parentElement) {
603
+ this.domElement.parentElement.removeChild(this.domElement);
604
+ }
605
+ this._isCreated = false;
606
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
607
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
608
+ ContextRegistry.unregister(this);
609
+ if (Context.Current === this) {
610
+ //@ts-ignore
611
+ Context.Current = null;
612
+ }
613
+ }
614
+ registerCoroutineUpdate(script, coroutine, evt) {
615
+ if (typeof coroutine?.next !== "function") {
616
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
617
+ return coroutine;
618
+ }
619
+ if (!this.coroutines[evt])
620
+ this.coroutines[evt] = [];
621
+ this.coroutines[evt].push({ comp: script, main: coroutine });
622
+ return coroutine;
623
+ }
624
+ unregisterCoroutineUpdate(coroutine, evt) {
625
+ if (!this.coroutines[evt])
626
+ return;
627
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
628
+ if (idx >= 0)
629
+ this.coroutines[evt].splice(idx, 1);
630
+ }
631
+ stopAllCoroutinesFrom(script) {
632
+ for (const evt in this.coroutines) {
633
+ const rout = this.coroutines[evt];
634
+ for (let i = rout.length - 1; i >= 0; i--) {
635
+ const r = rout[i];
636
+ if (r.comp === script) {
637
+ rout.splice(i, 1);
638
+ }
639
+ }
640
+ }
641
+ }
642
+ _cameraStack = [];
643
+ setCurrentCamera(cam) {
644
+ if (!cam)
645
+ return;
646
+ if (!cam.threeCamera)
647
+ cam.buildCamera(); // < to build camera
648
+ if (!cam.threeCamera) {
649
+ console.warn("Camera component is missing camera", cam);
650
+ return;
651
+ }
652
+ const index = this._cameraStack.indexOf(cam);
653
+ if (index >= 0)
654
+ this._cameraStack.splice(index, 1);
655
+ this._cameraStack.push(cam);
656
+ this.mainCameraComponent = cam;
657
+ const camera = cam.threeCamera;
658
+ if (camera.isPerspectiveCamera)
659
+ this.updateAspect(camera);
660
+ this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
661
+ }
662
+ removeCamera(cam) {
663
+ if (!cam)
664
+ return;
665
+ const index = this._cameraStack.indexOf(cam);
666
+ if (index >= 0)
667
+ this._cameraStack.splice(index, 1);
668
+ if (this.mainCameraComponent === cam) {
669
+ this.mainCameraComponent = undefined;
670
+ if (this._cameraStack.length > 0) {
671
+ const last = this._cameraStack[this._cameraStack.length - 1];
672
+ this.setCurrentCamera(last);
673
+ }
674
+ }
675
+ }
676
+ _onBeforeRenderListeners = new Map();
677
+ _onAfterRenderListeners = new Map();
678
+ /** use this to subscribe to onBeforeRender events on threejs objects */
679
+ addBeforeRenderListener(target, callback) {
680
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
681
+ this._onBeforeRenderListeners.set(target.uuid, []);
682
+ target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
683
+ }
684
+ this._onBeforeRenderListeners.get(target.uuid).push(callback);
685
+ }
686
+ removeBeforeRenderListener(target, callback) {
687
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
688
+ const arr = this._onBeforeRenderListeners.get(target.uuid);
689
+ const idx = arr.indexOf(callback);
690
+ if (idx >= 0)
691
+ arr.splice(idx, 1);
692
+ }
693
+ }
694
+ /** use this to subscribe to onAfterRender events on threejs objects */
695
+ addAfterRenderListener(target, callback) {
696
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
697
+ this._onAfterRenderListeners.set(target.uuid, []);
698
+ target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
699
+ }
700
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
701
+ }
702
+ removeAfterRenderListener(target, callback) {
703
+ if (this._onAfterRenderListeners.has(target.uuid)) {
704
+ const arr = this._onAfterRenderListeners.get(target.uuid);
705
+ const idx = arr.indexOf(callback);
706
+ if (idx >= 0)
707
+ arr.splice(idx, 1);
708
+ }
709
+ }
710
+ _createRenderCallbackWrapper(target, array) {
711
+ return (renderer, scene, camera, geometry, material, group) => {
712
+ const arr = array.get(target.uuid);
713
+ if (!arr)
714
+ return;
715
+ for (let i = 0; i < arr.length; i++) {
716
+ const fn = arr[i];
717
+ fn(renderer, scene, camera, geometry, material, group);
718
+ }
719
+ };
720
+ }
721
+ _requireDepthTexture = false;
722
+ _requireColorTexture = false;
723
+ _renderTarget;
724
+ _isRendering = false;
725
+ get isRendering() { return this._isRendering; }
726
+ setRequireDepth(val) {
727
+ this._requireDepthTexture = val;
728
+ }
729
+ setRequireColor(val) {
730
+ this._requireColorTexture = val;
731
+ }
732
+ get depthTexture() {
733
+ return this._renderTarget?.depthTexture || null;
734
+ }
735
+ get opaqueColorTexture() {
736
+ return this._renderTarget?.texture || null;
737
+ }
738
+ /** returns true if the dom element is visible on screen */
739
+ get isVisibleToUser() {
740
+ if (this.isInXR)
741
+ return true;
742
+ if (!this._isVisible)
743
+ return false;
744
+ const style = getComputedStyle(this.domElement);
745
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
746
+ }
747
+ _createId = 0;
748
+ async internalOnCreate(opts) {
749
+ const createId = ++this._createId;
750
+ if (debug)
751
+ console.log("Creating context", this.name, opts);
752
+ // wait for async imported dependencies to be loaded
753
+ // see https://linear.app/needle/issue/NE-4445
754
+ const dependenciesReady = globalThis["needle:dependencies:ready"];
755
+ if (dependenciesReady instanceof Promise) {
756
+ if (debug)
757
+ console.log("Waiting for dependencies to be ready");
758
+ await dependenciesReady
759
+ .catch(err => {
760
+ if (debug || isDevEnvironment()) {
761
+ showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
762
+ const printedError = false;
763
+ if (err instanceof ReferenceError) {
764
+ let offendingComponentName = "YourComponentName";
765
+ const offendingComponentStartIndex = err.message.indexOf("'");
766
+ if (offendingComponentStartIndex > 0) {
767
+ const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
768
+ if (offendingComponentEndIndex > 0) {
769
+ const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
770
+ if (name.length > 3)
771
+ offendingComponentName = name;
772
+ }
773
+ }
774
+ console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
775
+ return;
776
+ }
777
+ if (!printedError) {
778
+ console.error("Needle Engine dependencies failed to load", err);
779
+ }
780
+ }
781
+ })
782
+ .then(() => {
783
+ if (debug)
784
+ console.log("Needle Engine dependencies are ready");
785
+ });
786
+ }
787
+ this.clear();
788
+ // stop the animation loop if its running during creation
789
+ // since we do not want to start enabling scripts etc before they are deserialized
790
+ if (this.isManagedExternally === false) {
791
+ this.createNewRenderer();
792
+ this.renderer?.setAnimationLoop(null);
793
+ }
794
+ await delay(1);
795
+ Context.Current = this;
796
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
797
+ // load and create scene
798
+ let prepare_succeeded = true;
799
+ let loadedFiles;
800
+ try {
801
+ Context.Current = this;
802
+ if (opts) {
803
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
804
+ }
805
+ else
806
+ loadedFiles = [];
807
+ }
808
+ catch (err) {
809
+ console.error(err);
810
+ prepare_succeeded = false;
811
+ }
812
+ if (!prepare_succeeded) {
813
+ this.onError("Failed to load initial content");
814
+ return false;
815
+ }
816
+ if (createId !== this._createId || opts?.abortSignal?.aborted) {
817
+ return false;
818
+ }
819
+ this.internalOnUpdateVisible();
820
+ if (!this.renderer) {
821
+ if (debug)
822
+ console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
823
+ return false;
824
+ }
825
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
826
+ this.domElement.prepend(this.renderer.domElement);
827
+ }
828
+ Context.Current = this;
829
+ // TODO: we could configure if we need physics
830
+ // await this.physics.engine?.initialize();
831
+ // Setup
832
+ Context.Current = this;
833
+ for (let i = 0; i < this.new_scripts.length; i++) {
834
+ const script = this.new_scripts[i];
835
+ if (script.gameObject !== undefined && script.gameObject !== null) {
836
+ if (script.gameObject.userData === undefined)
837
+ script.gameObject.userData = {};
838
+ if (script.gameObject.userData.components === undefined)
839
+ script.gameObject.userData.components = [];
840
+ const arr = script.gameObject.userData.components;
841
+ if (!arr.includes(script))
842
+ arr.push(script);
843
+ }
844
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
845
+ // this.raycastTargets.push(script.gameObject);
846
+ // }
847
+ }
848
+ // const context = new SerializationContext(this.scene);
849
+ // for (let i = 0; i < this.new_scripts.length; i++) {
850
+ // const script = this.new_scripts[i];
851
+ // const ser = script as unknown as ISerializable;
852
+ // if (ser.$serializedTypes === undefined) continue;
853
+ // context.context = this;
854
+ // context.object = script.gameObject;
855
+ // deserializeObject(ser, script, context);
856
+ // }
857
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
858
+ if (this.post_setup_callbacks) {
859
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
860
+ Context.Current = this;
861
+ await this.post_setup_callbacks[i](this);
862
+ }
863
+ }
864
+ if (!this._mainCamera) {
865
+ Context.Current = this;
866
+ let camera = null;
867
+ foreachComponent(this.scene, comp => {
868
+ const cam = comp;
869
+ if (cam?.isCamera) {
870
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
871
+ if (!cam.activeAndEnabled)
872
+ return undefined;
873
+ if (cam.tag === "MainCamera") {
874
+ camera = cam;
875
+ return true;
876
+ }
877
+ else
878
+ camera = cam;
879
+ }
880
+ return undefined;
881
+ });
882
+ if (camera) {
883
+ this.setCurrentCamera(camera);
884
+ }
885
+ else {
886
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
887
+ if (!res && !this.mainCamera && !this.isManagedExternally)
888
+ console.warn("Missing camera in main scene", this);
889
+ }
890
+ }
891
+ this.input.bindEvents();
892
+ Context.Current = this;
893
+ looputils.processNewScripts(this);
894
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
895
+ if (this.physics.engine) {
896
+ this.physics.engine?.step(0);
897
+ this.physics.engine?.postStep();
898
+ }
899
+ // const mainCam = this.mainCameraComponent as Camera;
900
+ // if (mainCam) {
901
+ // mainCam.applyClearFlagsIfIsActiveCamera();
902
+ // }
903
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
904
+ // TODO: import postprocessing async
905
+ // const renderPass = new RenderPass(this.scene, this.mainCamera);
906
+ // this.renderer.setSize(this.domWidth, this.domHeight);
907
+ // this.composer.addPass(renderPass);
908
+ // this.composer.setSize(this.domWidth, this.domHeight);
909
+ }
910
+ this._sizeChanged = true;
911
+ if (this._stats) {
912
+ this._stats.showPanel(0);
913
+ this._stats.dom.style.position = "absolute"; // (default is fixed)
914
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
915
+ }
916
+ if (debug)
917
+ logHierarchy(this.scene, true);
918
+ // If no target framerate was set we use the default
919
+ if (this.targetFrameRate === undefined) {
920
+ if (debug)
921
+ console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
922
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
923
+ this.targetFrameRate = Context._defaultTargetFramerate;
924
+ }
925
+ else if (debug)
926
+ console.log("Target framerate set to", this.targetFrameRate);
927
+ this._dispatchReadyAfterFrame = true;
928
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
929
+ if (res) {
930
+ if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
931
+ this.domElement?.internalSetLoadingMessage("finish loading");
932
+ await res;
933
+ }
934
+ if (opts?.abortSignal?.aborted) {
935
+ return false;
936
+ }
937
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
938
+ if (debug)
939
+ console.log("Context Created...", this.renderer, this.renderer.domElement);
940
+ this._isCreating = false;
941
+ if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
942
+ this.restartRenderLoop();
943
+ return true;
944
+ }
945
+ async internalLoadInitialContent(createId, args) {
946
+ const results = new Array();
947
+ // early out if we dont have any files to load
948
+ if (args.files.length === 0)
949
+ return results;
950
+ const files = [...args.files];
951
+ const progressArg = {
952
+ name: "",
953
+ progress: null,
954
+ index: 0,
955
+ count: files.length
956
+ };
957
+ const loader = getLoader();
958
+ // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
959
+ const loadingHash = 0;
960
+ for (let i = 0; i < files.length; i++) {
961
+ if (args.abortSignal?.aborted) {
962
+ if (debug)
963
+ console.log("Aborting loading because of abort signal");
964
+ break;
965
+ }
966
+ // abort loading if the create id has changed
967
+ if (createId !== this._createId) {
968
+ if (debug)
969
+ console.log("Aborting loading because create id changed", createId, this._createId);
970
+ break;
971
+ }
972
+ const file = files[i];
973
+ args?.onLoadingStart?.call(this, i, file);
974
+ if (debug)
975
+ console.log("Context Load " + file);
976
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
977
+ if (args.abortSignal?.aborted)
978
+ return;
979
+ progressArg.name = file;
980
+ progressArg.progress = prog;
981
+ progressArg.index = i;
982
+ progressArg.count = files.length;
983
+ args.onLoadingProgress?.call(this, progressArg);
984
+ });
985
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
986
+ if (res) {
987
+ results.push({
988
+ src: file,
989
+ file: res
990
+ });
991
+ }
992
+ else {
993
+ // a file could not be loaded
994
+ console.warn("Could not load file: " + file);
995
+ }
996
+ }
997
+ // if the id was changed while still loading
998
+ // then we want to cleanup/destroy previously loaded files
999
+ if (createId !== this._createId || args.abortSignal?.aborted) {
1000
+ if (debug)
1001
+ console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1002
+ for (const res of results) {
1003
+ if (res && res.file) {
1004
+ for (const scene of res.file.scenes)
1005
+ destroy(scene, true, true);
1006
+ }
1007
+ }
1008
+ }
1009
+ // otherwise we want to add the loaded files to the current scene
1010
+ else {
1011
+ let anyModelFound = false;
1012
+ for (const res of results) {
1013
+ if (res && res.file) {
1014
+ // TODO: should we load all scenes in a glTF here?
1015
+ if (res.file.scene) {
1016
+ anyModelFound = true;
1017
+ this.scene.add(res.file.scene);
1018
+ }
1019
+ else {
1020
+ console.warn("No scene found in loaded file");
1021
+ }
1022
+ }
1023
+ }
1024
+ // If the loaded files do not contain ANY model
1025
+ // We then attempt to create a mesh from each material in the loaded files to visualize it
1026
+ // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1027
+ if (!anyModelFound) {
1028
+ for (const res of results) {
1029
+ if (res && res.file && "parser" in res.file) {
1030
+ let y = 0;
1031
+ if (!Array.isArray(res.file.parser.json.materials))
1032
+ continue;
1033
+ for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1034
+ const mat = await res.file.parser.getDependency("material", i);
1035
+ const parent = new Object3D();
1036
+ parent.position.x = i * 1.1;
1037
+ parent.position.y = y;
1038
+ this.scene.add(parent);
1039
+ ObjectUtils.createPrimitive("ShaderBall", {
1040
+ parent,
1041
+ material: mat
1042
+ });
1043
+ }
1044
+ y += 1;
1045
+ }
1046
+ }
1047
+ }
1048
+ }
1049
+ return results;
1050
+ }
1051
+ /** Sets the animation loop.
1052
+ * Can not be done while creating the context or when disposed
1053
+ **/
1054
+ restartRenderLoop() {
1055
+ if (!this.renderer) {
1056
+ console.error("Can not start render loop without renderer");
1057
+ return false;
1058
+ }
1059
+ if (this._isCreating) {
1060
+ console.warn("Can not start render loop while creating context");
1061
+ return false;
1062
+ }
1063
+ this.renderer.setAnimationLoop((timestamp, frame) => {
1064
+ if (this.isManagedExternally)
1065
+ return;
1066
+ this.update(timestamp, frame);
1067
+ });
1068
+ return true;
1069
+ }
1070
+ _renderlooperrors = 0;
1071
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1072
+ update(timestamp, frame) {
1073
+ if (frame === undefined)
1074
+ frame = null;
1075
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1076
+ try {
1077
+ performance.mark('update.start');
1078
+ this.internalStep(timestamp, frame);
1079
+ this._renderlooperrors = 0;
1080
+ performance.mark('update.end');
1081
+ performance.measure('NE Frame', 'update.start', 'update.end');
1082
+ }
1083
+ catch (err) {
1084
+ this._renderlooperrors += 1;
1085
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1086
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1087
+ console.error("Frame #" + this.time.frame + "\n", err);
1088
+ if (this._renderlooperrors >= 3) {
1089
+ console.warn("Stopping render loop due to error");
1090
+ this.renderer.setAnimationLoop(null);
1091
+ }
1092
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1093
+ }
1094
+ }
1095
+ else {
1096
+ this.internalStep(timestamp, frame);
1097
+ }
1098
+ }
1099
+ /** Call to **manually** perform physics steps.
1100
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
1101
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1102
+ * */
1103
+ updatePhysics(steps) {
1104
+ this.internalUpdatePhysics(steps);
1105
+ }
1106
+ _lastTimestamp = 0;
1107
+ _accumulatedTime = 0;
1108
+ _dispatchReadyAfterFrame = false;
1109
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1110
+ internalStep(timestamp, frame) {
1111
+ if (this.internalOnBeforeRender(timestamp, frame) === false)
1112
+ return;
1113
+ this.internalOnRender();
1114
+ this.internalOnAfterRender();
1115
+ }
1116
+ internalOnBeforeRender(timestamp, frame) {
1117
+ // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1118
+ this.renderer.info.autoReset = true;
1119
+ const sessionStarted = frame !== null && this._xrFrame === null;
1120
+ this._xrFrame = frame;
1121
+ if (sessionStarted) {
1122
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1123
+ }
1124
+ this._currentFrameEvent = FrameEvent.Undefined;
1125
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1126
+ if (this._lastTimestamp === 0)
1127
+ this._lastTimestamp = timestamp;
1128
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1129
+ this._lastTimestamp = timestamp;
1130
+ let targetFrameRate = this.targetFrameRate;
1131
+ if (typeof targetFrameRate === "object")
1132
+ targetFrameRate = targetFrameRate.value;
1133
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1134
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1135
+ return false;
1136
+ }
1137
+ this._accumulatedTime = 0;
1138
+ }
1139
+ this._stats?.begin();
1140
+ Context.Current = this;
1141
+ if (this.onHandlePaused())
1142
+ return false;
1143
+ Context.Current = this;
1144
+ this.time.update();
1145
+ if (debugframerate)
1146
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1147
+ looputils.processNewScripts(this);
1148
+ looputils.updateIsActive(this.scene);
1149
+ looputils.processStart(this);
1150
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1151
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1152
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1153
+ const last = this._cameraStack[this._cameraStack.length - 1];
1154
+ this.setCurrentCamera(last);
1155
+ }
1156
+ if (this.pre_update_oneshot_callbacks) {
1157
+ for (const i in this.pre_update_oneshot_callbacks) {
1158
+ this.pre_update_oneshot_callbacks[i]();
1159
+ }
1160
+ this.pre_update_oneshot_callbacks.length = 0;
1161
+ }
1162
+ if (this.pre_update_callbacks) {
1163
+ for (const i in this.pre_update_callbacks) {
1164
+ this.pre_update_callbacks[i]();
1165
+ }
1166
+ }
1167
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1168
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1169
+ const script = this.scripts_earlyUpdate[i];
1170
+ if (!script.activeAndEnabled)
1171
+ continue;
1172
+ if (script.earlyUpdate !== undefined) {
1173
+ Context.Current = this;
1174
+ script.earlyUpdate();
1175
+ }
1176
+ }
1177
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1178
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1179
+ if (this.onHandlePaused())
1180
+ return false;
1181
+ this._currentFrameEvent = FrameEvent.Update;
1182
+ for (let i = 0; i < this.scripts_update.length; i++) {
1183
+ const script = this.scripts_update[i];
1184
+ if (!script.activeAndEnabled)
1185
+ continue;
1186
+ if (script.update !== undefined) {
1187
+ Context.Current = this;
1188
+ script.update();
1189
+ }
1190
+ }
1191
+ this.executeCoroutines(FrameEvent.Update);
1192
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1193
+ if (this.onHandlePaused())
1194
+ return false;
1195
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1196
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1197
+ const script = this.scripts_lateUpdate[i];
1198
+ if (!script.activeAndEnabled)
1199
+ continue;
1200
+ if (script.lateUpdate !== undefined) {
1201
+ Context.Current = this;
1202
+ script.lateUpdate();
1203
+ }
1204
+ }
1205
+ // this.mainLight = null;
1206
+ this.executeCoroutines(FrameEvent.LateUpdate);
1207
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1208
+ if (this.onHandlePaused())
1209
+ return false;
1210
+ if (this.physicsSteps === undefined) {
1211
+ this.physicsSteps = 1;
1212
+ }
1213
+ if (this.physics.engine && this.physicsSteps > 0) {
1214
+ this.internalUpdatePhysics(this.physicsSteps);
1215
+ }
1216
+ if (this.onHandlePaused())
1217
+ return false;
1218
+ if (this.isVisibleToUser || this.runInBackground) {
1219
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1220
+ // should we move these callbacks in the regular three onBeforeRender events?
1221
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1222
+ const script = this.scripts_onBeforeRender[i];
1223
+ if (!script.activeAndEnabled)
1224
+ continue;
1225
+ // if(script.isActiveAndEnabled === false) continue;
1226
+ if (script.onBeforeRender !== undefined) {
1227
+ Context.Current = this;
1228
+ script.onBeforeRender(frame);
1229
+ }
1230
+ }
1231
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1232
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1233
+ if (this._sizeChanged)
1234
+ this.updateSize();
1235
+ if (this.pre_render_callbacks) {
1236
+ for (const i in this.pre_render_callbacks) {
1237
+ this.pre_render_callbacks[i](frame);
1238
+ }
1239
+ }
1240
+ }
1241
+ return true;
1242
+ }
1243
+ internalUpdatePhysics(steps) {
1244
+ if (!this.physics.engine)
1245
+ return false;
1246
+ const physicsSteps = steps;
1247
+ const dt = this.time.deltaTime / physicsSteps;
1248
+ for (let i = 0; i < physicsSteps; i++) {
1249
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1250
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1251
+ this.physics.engine.step(dt);
1252
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1253
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1254
+ }
1255
+ this.physics.engine.postStep();
1256
+ return true;
1257
+ }
1258
+ internalOnRender() {
1259
+ if (!this.isManagedExternally) {
1260
+ // when loading assets we compile them async after GLTFLoader is done
1261
+ // but as a fallback we still register them (if e.g. there's no camera for compile async)
1262
+ looputils.runPrewarm(this);
1263
+ this._currentFrameEvent = FrameEvent.Undefined;
1264
+ nodeFrame.update();
1265
+ this.renderNow();
1266
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1267
+ }
1268
+ }
1269
+ internalOnAfterRender() {
1270
+ if (this.isVisibleToUser || this.runInBackground) {
1271
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1272
+ const script = this.scripts_onAfterRender[i];
1273
+ if (!script.activeAndEnabled)
1274
+ continue;
1275
+ if (script.onAfterRender !== undefined) {
1276
+ Context.Current = this;
1277
+ script.onAfterRender();
1278
+ }
1279
+ }
1280
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1281
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1282
+ if (this.post_render_callbacks) {
1283
+ for (const i in this.post_render_callbacks) {
1284
+ this.post_render_callbacks[i]();
1285
+ }
1286
+ }
1287
+ }
1288
+ this._currentFrameEvent = -1;
1289
+ this.connection.sendBufferedMessagesNow();
1290
+ if (this._stats) {
1291
+ this._stats.end();
1292
+ if (this.time.frameCount % 150 === 0)
1293
+ console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1294
+ }
1295
+ if (this._dispatchReadyAfterFrame) {
1296
+ this._dispatchReadyAfterFrame = false;
1297
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1298
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1299
+ }
1300
+ }
1301
+ renderNow(camera) {
1302
+ if (!camera) {
1303
+ camera = this.mainCamera;
1304
+ if (!camera)
1305
+ return false;
1306
+ }
1307
+ this.handleRendererContextLost();
1308
+ this._isRendering = true;
1309
+ this.renderRequiredTextures();
1310
+ if (this.renderer.toneMapping !== NoToneMapping)
1311
+ patchTonemapping(this);
1312
+ if (this.composer && !this.isInXR) {
1313
+ // if a camera is passed in we need to check if we need to update the composer's camera
1314
+ if (camera && "setMainCamera" in this.composer) {
1315
+ const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1316
+ if (currentPassesCamera != camera)
1317
+ this.composer.setMainCamera(camera);
1318
+ }
1319
+ this.composer.render(this.time.deltaTime);
1320
+ }
1321
+ else if (camera) {
1322
+ // Workaround for issue on Vision Pro –
1323
+ // depth buffer is not cleared between eye draws, despite the spec...
1324
+ if (this.isInXR && DeviceUtilities.isMacOS())
1325
+ this.renderer.clearDepth();
1326
+ this.renderer.render(this.scene, camera);
1327
+ }
1328
+ this._isRendering = false;
1329
+ return true;
1330
+ }
1331
+ _contextRestoreTries = 0;
1332
+ handleRendererContextLost() {
1333
+ // Try to restore the context every x frames
1334
+ if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1335
+ if (this._contextRestoreTries++ < 100) {
1336
+ console.warn("Attempting to recover WebGL context...");
1337
+ this.renderer.forceContextRestore();
1338
+ }
1339
+ }
1340
+ }
1341
+ /** returns true if we should return out of the frame loop */
1342
+ _wasPaused = false;
1343
+ onHandlePaused() {
1344
+ const paused = this.evaluatePaused();
1345
+ if (this._wasPaused !== paused) {
1346
+ if (debugActive)
1347
+ console.log("Paused?", paused, "context:" + this.alias);
1348
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1349
+ const script = this.scripts_pausedChanged[i];
1350
+ if (!script.activeAndEnabled)
1351
+ continue;
1352
+ if (script.onPausedChanged !== undefined) {
1353
+ Context.Current = this;
1354
+ script.onPausedChanged(paused, this._wasPaused);
1355
+ }
1356
+ }
1357
+ }
1358
+ this._wasPaused = paused;
1359
+ return paused;
1360
+ }
1361
+ evaluatePaused() {
1362
+ if (this.isInXR)
1363
+ return false;
1364
+ if (this.isPaused)
1365
+ return true;
1366
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1367
+ if (this.runInBackground) {
1368
+ return false;
1369
+ }
1370
+ const paused = !this.isVisibleToUser;
1371
+ return paused;
1372
+ }
1373
+ renderRequiredTextures() {
1374
+ if (!this.mainCamera)
1375
+ return;
1376
+ if (!this._requireDepthTexture && !this._requireColorTexture)
1377
+ return;
1378
+ if (!this._renderTarget) {
1379
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1380
+ if (this._requireDepthTexture) {
1381
+ const dt = new DepthTexture(this.domWidth, this.domHeight);
1382
+ ;
1383
+ this._renderTarget.depthTexture = dt;
1384
+ }
1385
+ if (this._requireColorTexture) {
1386
+ this._renderTarget.texture = new Texture();
1387
+ this._renderTarget.texture.generateMipmaps = false;
1388
+ this._renderTarget.texture.minFilter = NearestFilter;
1389
+ this._renderTarget.texture.magFilter = NearestFilter;
1390
+ this._renderTarget.texture.format = RGBAFormat;
1391
+ }
1392
+ }
1393
+ const rt = this._renderTarget;
1394
+ if (rt.texture) {
1395
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1396
+ }
1397
+ const prevTarget = this.renderer.getRenderTarget();
1398
+ this.renderer.setRenderTarget(rt);
1399
+ this.renderer.render(this.scene, this.mainCamera);
1400
+ this.renderer.setRenderTarget(prevTarget);
1401
+ }
1402
+ executeCoroutines(evt) {
1403
+ if (this.coroutines[evt]) {
1404
+ const evts = this.coroutines[evt];
1405
+ for (let i = 0; i < evts.length; i++) {
1406
+ try {
1407
+ const evt = evts[i];
1408
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1409
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1410
+ if (remove) {
1411
+ if (debugCoroutine)
1412
+ console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1413
+ evts.splice(i, 1);
1414
+ --i;
1415
+ continue;
1416
+ }
1417
+ const iter = evt.chained;
1418
+ if (iter && iter.length > 0) {
1419
+ const last = iter[iter.length - 1];
1420
+ const res = last.next();
1421
+ if (res.done) {
1422
+ iter.pop();
1423
+ }
1424
+ if (isGenerator(res)) {
1425
+ if (!evt.chained)
1426
+ evt.chained = [];
1427
+ evt.chained.push(res.value);
1428
+ }
1429
+ if (!res.done)
1430
+ continue;
1431
+ }
1432
+ const res = evt.main.next();
1433
+ if (res.done === true) {
1434
+ evts.splice(i, 1);
1435
+ --i;
1436
+ continue;
1437
+ }
1438
+ const val = res.value;
1439
+ if (isGenerator(val)) {
1440
+ // invoke once if its a generator
1441
+ // this means e.g. WaitForFrame(1) works and will capture
1442
+ // the frame it was created
1443
+ const gen = val;
1444
+ const res = gen.next();
1445
+ if (res.done)
1446
+ continue;
1447
+ if (!evt.chained)
1448
+ evt.chained = [];
1449
+ evt.chained.push(val);
1450
+ }
1451
+ else if (val instanceof Promise) {
1452
+ // If its a promise we want to wait for it to resolve
1453
+ const prom = val;
1454
+ if (!evt.chained)
1455
+ evt.chained = [];
1456
+ const nested = WaitForPromise(prom);
1457
+ evt.chained?.push(nested);
1458
+ continue;
1459
+ }
1460
+ }
1461
+ catch (e) {
1462
+ console.error(e);
1463
+ }
1464
+ }
1465
+ }
1466
+ function isGenerator(val) {
1467
+ if (val) {
1468
+ if (val.next && val.return) {
1469
+ return true;
1470
+ }
1471
+ }
1472
+ return false;
1473
+ }
1474
+ }
1475
+ }
1476
+ // const scene = new Scene();
1477
+ // const useComposer = utils.getParam("postfx");
1478
+ // const renderer = new WebGLRenderer({ antialias: true });
1479
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1480
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1481
+ // renderer.antialias = true;
1482
+ // renderer.alpha = false;
1483
+ // renderer.shadowMap.enabled = true;
1484
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1485
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1486
+ // renderer.outputEncoding = sRGBEncoding;
1487
+ // renderer.physicallyCorrectLights = true;
1488
+ // document.body.appendChild(renderer.domElement);
1489
+ // // generation pushes loading requests in this array
1490
+ // const sceneData: {
1491
+ // mainCamera: Camera | undefined
1492
+ // } = {
1493
+ // preparing: [],
1494
+ // resolving: [],
1495
+ // scripts: [],
1496
+ // raycastTargets: [],
1497
+ // mainCamera: undefined,
1498
+ // mainCameraComponent: undefined,
1499
+ // };
1500
+ // // contains a list of functions to be called after loading is done
1501
+ // const post_setup_callbacks = [];
1502
+ // const pre_render_Callbacks = [];
1503
+ // const post_render_callbacks = [];
1504
+ // const new_scripts = [];
1505
+ // const new_scripts_post_setup_callbacks = [];
1506
+ // const new_scripts_pre_setup_callbacks = [];
1507
+ // export {
1508
+ // scene, renderer, composer,
1509
+ // new_scripts,
1510
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1511
+ // sceneData,
1512
+ // post_setup_callbacks,
1513
+ // pre_render_Callbacks,
1514
+ // post_render_callbacks
1515
+ // }
1516
1516
  //# sourceMappingURL=engine_context.js.map