@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
@@ -1,474 +1,474 @@
1
- import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
- import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
- import { CallInfo, EventList } from "../engine-components/EventList.js";
6
- import { AssetReference } from "./engine_addressables.js";
7
- import { debugExtension } from "./engine_default_parameters.js";
8
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
- import { RenderTexture } from "./engine_texture.js";
10
- import { IComponent } from "./engine_types.js";
11
- import { resolveUrl } from "./engine_utils.js";
12
- import { RGBAColor } from "./js-extensions/index.js";
13
-
14
- // export class SourcePath {
15
- // src?:string
16
- // };
17
-
18
- // class SourcePathSerializer extends TypeSerializer{
19
- // constructor(){
20
- // super(SourcePath);
21
- // }
22
- // onDeserialize(data: any, _context: SerializationContext) {
23
- // if(data.src && typeof data.src === "string"){
24
- // return data.src;
25
- // }
26
- // }
27
- // onSerialize(_data: any, _context: SerializationContext) {
28
-
29
- // }
30
- // }
31
- // new SourcePathSerializer();
32
-
33
- class ColorSerializer extends TypeSerializer {
34
- constructor() {
35
- super([Color, RGBAColor], "ColorSerializer")
36
- }
37
- onDeserialize(data: any): Color | RGBAColor | void {
38
- if (data === undefined || data === null) return;
39
- if (data.a !== undefined) {
40
- return new RGBAColor(data.r, data.g, data.b, data.a);
41
- }
42
- else if (data.alpha !== undefined) {
43
- return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
- }
45
- return new Color(data.r, data.g, data.b);
46
- }
47
- onSerialize(data: any): any | void {
48
- if (data === undefined || data === null) return;
49
- if (data.a !== undefined)
50
- return { r: data.r, g: data.g, b: data.b, a: data.a }
51
- else
52
- return { r: data.r, g: data.g, b: data.b }
53
- }
54
- }
55
- export const colorSerializer = new ColorSerializer();
56
-
57
- class EulerSerializer extends TypeSerializer {
58
- constructor() {
59
- super([Euler], "EulerSerializer");
60
- }
61
- onDeserialize(data: any, _context: SerializationContext) {
62
- if (data === undefined || data === null) return undefined;
63
- if (data.order) {
64
- return new Euler(data.x, data.y, data.z, data.order);
65
- }
66
- else if (data.x != undefined) {
67
- return new Euler(data.x, data.y, data.z);
68
- }
69
- return undefined;
70
- }
71
- onSerialize(data: any, _context: SerializationContext) {
72
- return { x: data.x, y: data.y, z: data.z, order: data.order };
73
- }
74
- }
75
- export const euler = new EulerSerializer();
76
-
77
- declare type ObjectData = {
78
- node?: number;
79
- guid?: string;
80
- }
81
- class ObjectSerializer extends TypeSerializer {
82
- constructor() {
83
- super(Object3D, "ObjectSerializer");
84
- }
85
-
86
- onSerialize(data: any, context: SerializationContext) {
87
- if (context.objectToNode !== undefined && data.uuid) {
88
- const node = context.objectToNode[data.uuid];
89
- if (debugExtension)
90
- console.log(node, data.name, data.uuid);
91
- return { node: node }
92
- }
93
- return undefined;
94
- }
95
-
96
- onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
-
98
- if (typeof data === "string") {
99
- if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
- // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
- if (context.serializable instanceof Array) {
102
- if (context.serializable.includes(AssetReference)) return undefined;
103
- }
104
- if (isDevEnvironment())
105
- showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
- const scriptname = context.target?.constructor?.name;
107
- console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
- }
109
- // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
- // if(data.startsWith("/nodes/")){
111
- // const node = parseInt(data.substring("/nodes/".length));
112
- // if (context.nodeToObject) {
113
- // const res = context.nodeToObject[node];
114
- // if (debugExtension)
115
- // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
- // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
- // return res;
118
- // }
119
- // }
120
- return undefined;
121
- }
122
-
123
- if (data) {
124
- if (data.node !== undefined && context.nodeToObject) {
125
- const res = context.nodeToObject[data.node];
126
- if (debugExtension)
127
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
- if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
- return res;
130
- }
131
- else if (data.guid) {
132
- if (!context.context) {
133
- console.error("Missing context");
134
- return undefined;
135
- }
136
- // it is possible that the object is not yet loaded
137
- // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
- // we need a way to wait for all components to be created before we can resolve those references
139
- // independent of order of loading
140
- let res: GameObject | Behaviour | undefined | null = undefined;
141
- // first try to search in the current gltf scene (if any)
142
- const gltfScene = context.gltf?.scene;
143
- if (gltfScene) {
144
- res = GameObject.findByGuid(data.guid, gltfScene);
145
- }
146
- // if not found, search in the whole scene
147
- if (!res) {
148
- res = GameObject.findByGuid(data.guid, context.context.scene);
149
- }
150
- if (!res) {
151
- if (isDevEnvironment() || debugExtension)
152
- console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
- data["could_not_resolve"] = true;
154
- }
155
- else {
156
- if (res && (res as IComponent).isComponent === true) {
157
- if(debugExtension) console.warn("Deserialized object reference is a component");
158
- res = (res as IComponent).gameObject;
159
- }
160
- if (debugExtension)
161
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
- }
163
- return res;
164
- }
165
- }
166
- return undefined;
167
- }
168
- }
169
- export const objectSerializer = new ObjectSerializer();
170
-
171
-
172
- class ComponentSerializer extends TypeSerializer {
173
-
174
- constructor() {
175
- super([Component, Behaviour], "ComponentSerializer");
176
- }
177
-
178
- onSerialize(data: any, _context: SerializationContext) {
179
- if (data?.guid) {
180
- return { guid: data.guid }
181
- }
182
- return undefined;
183
- }
184
-
185
- onDeserialize(data: any, context: SerializationContext) {
186
- if (data?.guid) {
187
-
188
- // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
- if (data.___persistentAsset) {
190
- if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
- return undefined;
192
- }
193
-
194
- const currentPath = context.path;
195
- // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
- // because here the components are created but dont have their former guid assigned
197
- // and will later in the stack just get a newly generated guid
198
- if (debugExtension)
199
- console.log(data.guid, context.root, context.object, context.target);
200
- // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
- // if we would search JUST the scene those references would NEVER be resolved
202
- let res = this.findObjectForGuid(data.guid, context.root);
203
- if (res) {
204
- return res;
205
- }
206
- if (context.context) {
207
- // if not found within the gltf use the provided context scene
208
- // to find references outside
209
- res = this.findObjectForGuid(data.guid, context.context?.scene);
210
- if (res) return res;
211
- }
212
- if (isDevEnvironment() || debugExtension) {
213
- console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
- }
215
- data["could_not_resolve"] = true;
216
- return undefined;
217
- }
218
- // if (data?.node !== undefined && context.nodeToObject) {
219
- // return context.nodeToObject[data.node];
220
- // }
221
- return undefined;
222
- }
223
-
224
- findObjectForGuid(guid: string, root: Object3D): any {
225
- // recursively search root
226
- // need to check the root object too
227
- if (root["guid"] === guid) return root;
228
-
229
- const res = GameObject.foreachComponent(root, (c) => {
230
- if (c.guid === guid) return c;
231
- return undefined;
232
- }, false);
233
- if (res !== undefined)
234
- return res;
235
-
236
- // if not found, search in children
237
- for (let i = 0; i < root.children.length; i++) {
238
- const child = root.children[i];
239
- const res = this.findObjectForGuid(guid, child);
240
- if (res) return res;
241
- }
242
- }
243
- }
244
- export const componentSerializer = new ComponentSerializer();
245
-
246
-
247
- declare class EventListData {
248
- type: string;
249
- calls: Array<EventListCall>;
250
- }
251
- declare type EventListCall = {
252
- method: string,
253
- target: string,
254
- argument?: any,
255
- arguments?: Array<any>,
256
- enabled?: boolean,
257
- }
258
-
259
- const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
-
261
- class EventListSerializer extends TypeSerializer {
262
- constructor() {
263
- super([EventList]);
264
- }
265
-
266
- onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
- console.log("TODO: SERIALIZE EVENT");
268
- return undefined;
269
- }
270
-
271
- onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
- // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
- if (typeof data === "function") {
274
- const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
- return evtList;
276
- }
277
- else if (data && data.type === "EventList") {
278
- if (debugExtension)
279
- console.log("DESERIALIZE EVENT", data);
280
- const fns = new Array<CallInfo>();
281
- if (data.calls && Array.isArray(data.calls)) {
282
- for (const call of data.calls) {
283
- if (debugExtension)
284
- console.log(call);
285
- let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
- // if the object is not found in the current glb try find it in the whole scene
287
- if (!target && context.context?.scene) {
288
- target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
- }
290
- const hasMethod = call.method?.length > 0;
291
- if (target && hasMethod) {
292
- const printWarningMethodNotFound = () => {
293
- const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
- if (typeof target[uppercaseMethodName] === "function") {
295
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
- showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
- return;
298
- }
299
- else {
300
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
- }
302
- }
303
- const method = target[call.method];
304
- if (typeof method !== "function") {
305
- let foundMethod = false;
306
- let currentPrototype = target;
307
- // test if the target method is actually a property setter
308
- while (currentPrototype) {
309
- const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
- if (desc && (desc.writable === true || desc.set)) {
311
- foundMethod = true;
312
- break;
313
- }
314
- currentPrototype = Object.getPrototypeOf(currentPrototype);
315
- }
316
- if (!foundMethod && (isDevEnvironment() || debugExtension))
317
- printWarningMethodNotFound();
318
- }
319
- }
320
-
321
- function deserializeArgument(arg: any) {
322
- if (typeof arg === "object") {
323
- // Try to deserialize the call argument to either a object or a component reference
324
- let argRes = objectSerializer.onDeserialize(arg, context);
325
- if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
- if (argRes) return argRes;
327
- }
328
- return arg;
329
- }
330
-
331
- if (target) {
332
- let args = call.argument;
333
- if (args !== undefined) {
334
- args = deserializeArgument(args);
335
- }
336
- else if (call.arguments !== undefined) {
337
- args = call.arguments.map(deserializeArgument);
338
- }
339
- const method = target[call.method];
340
- if (!method) {
341
- console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
- }
343
- else {
344
- if (args !== undefined && !Array.isArray(args)) {
345
- args = [args];
346
- }
347
- // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
- // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
- const fn = new CallInfo(target, call.method, args, call.enabled);
350
- fns.push(fn);
351
- }
352
- }
353
- else if (isDevEnvironment()) {
354
- console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
- }
356
- }
357
- }
358
- const evt = new EventList(fns);
359
-
360
- if (debugExtension)
361
- console.log(evt);
362
-
363
- const eventListOwner = context.target;
364
- if (eventListOwner !== undefined && context.path !== undefined) {
365
- evt.setEventTarget(context.path, eventListOwner);
366
- }
367
-
368
- return evt;
369
- }
370
- return undefined;
371
- }
372
-
373
- // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
-
375
- // return function (...forwardedArgs: any[]) {
376
- // const method = target[methodName];
377
- // if (typeof method === "function") {
378
- // if (args !== undefined) {
379
- // // we now have support for creating event methods with multiple arguments
380
- // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
- // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
- // if (Array.isArray(args))
383
- // method?.call(target, ...args);
384
- // // in any other case (when we just have one argument) we just call the method with the argument
385
- // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
- // else
387
- // method?.call(target, args);
388
- // }
389
- // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
- // method?.call(target, ...forwardedArgs);
391
- // }
392
- // else // the target "method" can be a property too
393
- // {
394
- // target[methodName] = args;
395
- // }
396
- // };
397
- // }
398
- }
399
- export const eventListSerializer = new EventListSerializer();
400
-
401
-
402
- /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
- * It's a weak map so we don't have to worry about memory leaks
404
- */
405
- const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
- const textureClone = Texture.prototype.clone;
407
- Texture.prototype.clone = function () {
408
- const clone = textureClone.call(this);
409
- if (!cloneOriginalMap.has(clone)) {
410
- cloneOriginalMap.set(clone, this);
411
- }
412
- return clone;
413
- }
414
-
415
- export class RenderTextureSerializer extends TypeSerializer {
416
- constructor() {
417
- super([RenderTexture, WebGLRenderTarget]);
418
- }
419
-
420
- onSerialize(_data: any, _context: SerializationContext) {
421
- }
422
-
423
- onDeserialize(data: any, context: SerializationContext) {
424
- if (data instanceof Texture && context.type === RenderTexture) {
425
- let tex = data as Texture;
426
- // If this is a cloned render texture we want to map it back to the original texture
427
- // See https://linear.app/needle/issue/NE-5530
428
- if (cloneOriginalMap.has(tex)) {
429
- const original = cloneOriginalMap.get(tex)!;
430
- tex = original;
431
- }
432
- tex.isRenderTargetTexture = true;
433
- tex.flipY = true;
434
- tex.offset.y = 1;
435
- tex.repeat.y = -1;
436
- tex.needsUpdate = true;
437
- // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
- tex.mipmaps = [];
439
- if (tex instanceof CompressedTexture) {
440
- //@ts-ignore
441
- tex["isCompressedTexture"] = false;
442
- //@ts-ignore
443
- tex.format = RGBAFormat;
444
- }
445
-
446
- const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
- colorSpace: LinearSRGBColorSpace,
448
- });
449
- rt.texture = tex;
450
- return rt;
451
- }
452
- return undefined;
453
- }
454
- }
455
- new RenderTextureSerializer();
456
-
457
-
458
- export class UriSerializer extends TypeSerializer {
459
- constructor() {
460
- super([URL]);
461
- }
462
-
463
- onSerialize(_data: string, _context: SerializationContext) {
464
- return null;
465
- }
466
-
467
- onDeserialize(data: string, _context: SerializationContext) {
468
- if (typeof data === "string" && data.length > 0) {
469
- return resolveUrl(_context.gltfId, data);
470
- }
471
- return undefined;
472
- }
473
- }
1
+ import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
+ import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
+ import { CallInfo, EventList } from "../engine-components/EventList.js";
6
+ import { AssetReference } from "./engine_addressables.js";
7
+ import { debugExtension } from "./engine_default_parameters.js";
8
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
+ import { RenderTexture } from "./engine_texture.js";
10
+ import { IComponent } from "./engine_types.js";
11
+ import { resolveUrl } from "./engine_utils.js";
12
+ import { RGBAColor } from "./js-extensions/index.js";
13
+
14
+ // export class SourcePath {
15
+ // src?:string
16
+ // };
17
+
18
+ // class SourcePathSerializer extends TypeSerializer{
19
+ // constructor(){
20
+ // super(SourcePath);
21
+ // }
22
+ // onDeserialize(data: any, _context: SerializationContext) {
23
+ // if(data.src && typeof data.src === "string"){
24
+ // return data.src;
25
+ // }
26
+ // }
27
+ // onSerialize(_data: any, _context: SerializationContext) {
28
+
29
+ // }
30
+ // }
31
+ // new SourcePathSerializer();
32
+
33
+ class ColorSerializer extends TypeSerializer {
34
+ constructor() {
35
+ super([Color, RGBAColor], "ColorSerializer")
36
+ }
37
+ onDeserialize(data: any): Color | RGBAColor | void {
38
+ if (data === undefined || data === null) return;
39
+ if (data.a !== undefined) {
40
+ return new RGBAColor(data.r, data.g, data.b, data.a);
41
+ }
42
+ else if (data.alpha !== undefined) {
43
+ return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
+ }
45
+ return new Color(data.r, data.g, data.b);
46
+ }
47
+ onSerialize(data: any): any | void {
48
+ if (data === undefined || data === null) return;
49
+ if (data.a !== undefined)
50
+ return { r: data.r, g: data.g, b: data.b, a: data.a }
51
+ else
52
+ return { r: data.r, g: data.g, b: data.b }
53
+ }
54
+ }
55
+ export const colorSerializer = new ColorSerializer();
56
+
57
+ class EulerSerializer extends TypeSerializer {
58
+ constructor() {
59
+ super([Euler], "EulerSerializer");
60
+ }
61
+ onDeserialize(data: any, _context: SerializationContext) {
62
+ if (data === undefined || data === null) return undefined;
63
+ if (data.order) {
64
+ return new Euler(data.x, data.y, data.z, data.order);
65
+ }
66
+ else if (data.x != undefined) {
67
+ return new Euler(data.x, data.y, data.z);
68
+ }
69
+ return undefined;
70
+ }
71
+ onSerialize(data: any, _context: SerializationContext) {
72
+ return { x: data.x, y: data.y, z: data.z, order: data.order };
73
+ }
74
+ }
75
+ export const euler = new EulerSerializer();
76
+
77
+ declare type ObjectData = {
78
+ node?: number;
79
+ guid?: string;
80
+ }
81
+ class ObjectSerializer extends TypeSerializer {
82
+ constructor() {
83
+ super(Object3D, "ObjectSerializer");
84
+ }
85
+
86
+ onSerialize(data: any, context: SerializationContext) {
87
+ if (context.objectToNode !== undefined && data.uuid) {
88
+ const node = context.objectToNode[data.uuid];
89
+ if (debugExtension)
90
+ console.log(node, data.name, data.uuid);
91
+ return { node: node }
92
+ }
93
+ return undefined;
94
+ }
95
+
96
+ onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
+
98
+ if (typeof data === "string") {
99
+ if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
+ // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
+ if (context.serializable instanceof Array) {
102
+ if (context.serializable.includes(AssetReference)) return undefined;
103
+ }
104
+ if (isDevEnvironment())
105
+ showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
+ const scriptname = context.target?.constructor?.name;
107
+ console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
+ }
109
+ // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
+ // if(data.startsWith("/nodes/")){
111
+ // const node = parseInt(data.substring("/nodes/".length));
112
+ // if (context.nodeToObject) {
113
+ // const res = context.nodeToObject[node];
114
+ // if (debugExtension)
115
+ // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
+ // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
+ // return res;
118
+ // }
119
+ // }
120
+ return undefined;
121
+ }
122
+
123
+ if (data) {
124
+ if (data.node !== undefined && context.nodeToObject) {
125
+ const res = context.nodeToObject[data.node];
126
+ if (debugExtension)
127
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
+ if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
+ return res;
130
+ }
131
+ else if (data.guid) {
132
+ if (!context.context) {
133
+ console.error("Missing context");
134
+ return undefined;
135
+ }
136
+ // it is possible that the object is not yet loaded
137
+ // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
+ // we need a way to wait for all components to be created before we can resolve those references
139
+ // independent of order of loading
140
+ let res: GameObject | Behaviour | undefined | null = undefined;
141
+ // first try to search in the current gltf scene (if any)
142
+ const gltfScene = context.gltf?.scene;
143
+ if (gltfScene) {
144
+ res = GameObject.findByGuid(data.guid, gltfScene);
145
+ }
146
+ // if not found, search in the whole scene
147
+ if (!res) {
148
+ res = GameObject.findByGuid(data.guid, context.context.scene);
149
+ }
150
+ if (!res) {
151
+ if (isDevEnvironment() || debugExtension)
152
+ console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
+ data["could_not_resolve"] = true;
154
+ }
155
+ else {
156
+ if (res && (res as IComponent).isComponent === true) {
157
+ if(debugExtension) console.warn("Deserialized object reference is a component");
158
+ res = (res as IComponent).gameObject;
159
+ }
160
+ if (debugExtension)
161
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
+ }
163
+ return res;
164
+ }
165
+ }
166
+ return undefined;
167
+ }
168
+ }
169
+ export const objectSerializer = new ObjectSerializer();
170
+
171
+
172
+ class ComponentSerializer extends TypeSerializer {
173
+
174
+ constructor() {
175
+ super([Component, Behaviour], "ComponentSerializer");
176
+ }
177
+
178
+ onSerialize(data: any, _context: SerializationContext) {
179
+ if (data?.guid) {
180
+ return { guid: data.guid }
181
+ }
182
+ return undefined;
183
+ }
184
+
185
+ onDeserialize(data: any, context: SerializationContext) {
186
+ if (data?.guid) {
187
+
188
+ // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
+ if (data.___persistentAsset) {
190
+ if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
+ return undefined;
192
+ }
193
+
194
+ const currentPath = context.path;
195
+ // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
+ // because here the components are created but dont have their former guid assigned
197
+ // and will later in the stack just get a newly generated guid
198
+ if (debugExtension)
199
+ console.log(data.guid, context.root, context.object, context.target);
200
+ // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
+ // if we would search JUST the scene those references would NEVER be resolved
202
+ let res = this.findObjectForGuid(data.guid, context.root);
203
+ if (res) {
204
+ return res;
205
+ }
206
+ if (context.context) {
207
+ // if not found within the gltf use the provided context scene
208
+ // to find references outside
209
+ res = this.findObjectForGuid(data.guid, context.context?.scene);
210
+ if (res) return res;
211
+ }
212
+ if (isDevEnvironment() || debugExtension) {
213
+ console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
+ }
215
+ data["could_not_resolve"] = true;
216
+ return undefined;
217
+ }
218
+ // if (data?.node !== undefined && context.nodeToObject) {
219
+ // return context.nodeToObject[data.node];
220
+ // }
221
+ return undefined;
222
+ }
223
+
224
+ findObjectForGuid(guid: string, root: Object3D): any {
225
+ // recursively search root
226
+ // need to check the root object too
227
+ if (root["guid"] === guid) return root;
228
+
229
+ const res = GameObject.foreachComponent(root, (c) => {
230
+ if (c.guid === guid) return c;
231
+ return undefined;
232
+ }, false);
233
+ if (res !== undefined)
234
+ return res;
235
+
236
+ // if not found, search in children
237
+ for (let i = 0; i < root.children.length; i++) {
238
+ const child = root.children[i];
239
+ const res = this.findObjectForGuid(guid, child);
240
+ if (res) return res;
241
+ }
242
+ }
243
+ }
244
+ export const componentSerializer = new ComponentSerializer();
245
+
246
+
247
+ declare class EventListData {
248
+ type: string;
249
+ calls: Array<EventListCall>;
250
+ }
251
+ declare type EventListCall = {
252
+ method: string,
253
+ target: string,
254
+ argument?: any,
255
+ arguments?: Array<any>,
256
+ enabled?: boolean,
257
+ }
258
+
259
+ const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
+
261
+ class EventListSerializer extends TypeSerializer {
262
+ constructor() {
263
+ super([EventList]);
264
+ }
265
+
266
+ onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
+ console.log("TODO: SERIALIZE EVENT");
268
+ return undefined;
269
+ }
270
+
271
+ onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
+ // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
+ if (typeof data === "function") {
274
+ const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
+ return evtList;
276
+ }
277
+ else if (data && data.type === "EventList") {
278
+ if (debugExtension)
279
+ console.log("DESERIALIZE EVENT", data);
280
+ const fns = new Array<CallInfo>();
281
+ if (data.calls && Array.isArray(data.calls)) {
282
+ for (const call of data.calls) {
283
+ if (debugExtension)
284
+ console.log(call);
285
+ let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
+ // if the object is not found in the current glb try find it in the whole scene
287
+ if (!target && context.context?.scene) {
288
+ target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
+ }
290
+ const hasMethod = call.method?.length > 0;
291
+ if (target && hasMethod) {
292
+ const printWarningMethodNotFound = () => {
293
+ const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
+ if (typeof target[uppercaseMethodName] === "function") {
295
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
+ showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
+ return;
298
+ }
299
+ else {
300
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
+ }
302
+ }
303
+ const method = target[call.method];
304
+ if (typeof method !== "function") {
305
+ let foundMethod = false;
306
+ let currentPrototype = target;
307
+ // test if the target method is actually a property setter
308
+ while (currentPrototype) {
309
+ const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
+ if (desc && (desc.writable === true || desc.set)) {
311
+ foundMethod = true;
312
+ break;
313
+ }
314
+ currentPrototype = Object.getPrototypeOf(currentPrototype);
315
+ }
316
+ if (!foundMethod && (isDevEnvironment() || debugExtension))
317
+ printWarningMethodNotFound();
318
+ }
319
+ }
320
+
321
+ function deserializeArgument(arg: any) {
322
+ if (typeof arg === "object") {
323
+ // Try to deserialize the call argument to either a object or a component reference
324
+ let argRes = objectSerializer.onDeserialize(arg, context);
325
+ if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
+ if (argRes) return argRes;
327
+ }
328
+ return arg;
329
+ }
330
+
331
+ if (target) {
332
+ let args = call.argument;
333
+ if (args !== undefined) {
334
+ args = deserializeArgument(args);
335
+ }
336
+ else if (call.arguments !== undefined) {
337
+ args = call.arguments.map(deserializeArgument);
338
+ }
339
+ const method = target[call.method];
340
+ if (!method) {
341
+ console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
+ }
343
+ else {
344
+ if (args !== undefined && !Array.isArray(args)) {
345
+ args = [args];
346
+ }
347
+ // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
+ // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
+ const fn = new CallInfo(target, call.method, args, call.enabled);
350
+ fns.push(fn);
351
+ }
352
+ }
353
+ else if (isDevEnvironment()) {
354
+ console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
+ }
356
+ }
357
+ }
358
+ const evt = new EventList(fns);
359
+
360
+ if (debugExtension)
361
+ console.log(evt);
362
+
363
+ const eventListOwner = context.target;
364
+ if (eventListOwner !== undefined && context.path !== undefined) {
365
+ evt.setEventTarget(context.path, eventListOwner);
366
+ }
367
+
368
+ return evt;
369
+ }
370
+ return undefined;
371
+ }
372
+
373
+ // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
+
375
+ // return function (...forwardedArgs: any[]) {
376
+ // const method = target[methodName];
377
+ // if (typeof method === "function") {
378
+ // if (args !== undefined) {
379
+ // // we now have support for creating event methods with multiple arguments
380
+ // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
+ // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
+ // if (Array.isArray(args))
383
+ // method?.call(target, ...args);
384
+ // // in any other case (when we just have one argument) we just call the method with the argument
385
+ // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
+ // else
387
+ // method?.call(target, args);
388
+ // }
389
+ // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
+ // method?.call(target, ...forwardedArgs);
391
+ // }
392
+ // else // the target "method" can be a property too
393
+ // {
394
+ // target[methodName] = args;
395
+ // }
396
+ // };
397
+ // }
398
+ }
399
+ export const eventListSerializer = new EventListSerializer();
400
+
401
+
402
+ /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
+ * It's a weak map so we don't have to worry about memory leaks
404
+ */
405
+ const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
+ const textureClone = Texture.prototype.clone;
407
+ Texture.prototype.clone = function () {
408
+ const clone = textureClone.call(this);
409
+ if (!cloneOriginalMap.has(clone)) {
410
+ cloneOriginalMap.set(clone, this);
411
+ }
412
+ return clone;
413
+ }
414
+
415
+ export class RenderTextureSerializer extends TypeSerializer {
416
+ constructor() {
417
+ super([RenderTexture, WebGLRenderTarget]);
418
+ }
419
+
420
+ onSerialize(_data: any, _context: SerializationContext) {
421
+ }
422
+
423
+ onDeserialize(data: any, context: SerializationContext) {
424
+ if (data instanceof Texture && context.type === RenderTexture) {
425
+ let tex = data as Texture;
426
+ // If this is a cloned render texture we want to map it back to the original texture
427
+ // See https://linear.app/needle/issue/NE-5530
428
+ if (cloneOriginalMap.has(tex)) {
429
+ const original = cloneOriginalMap.get(tex)!;
430
+ tex = original;
431
+ }
432
+ tex.isRenderTargetTexture = true;
433
+ tex.flipY = true;
434
+ tex.offset.y = 1;
435
+ tex.repeat.y = -1;
436
+ tex.needsUpdate = true;
437
+ // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
+ tex.mipmaps = [];
439
+ if (tex instanceof CompressedTexture) {
440
+ //@ts-ignore
441
+ tex["isCompressedTexture"] = false;
442
+ //@ts-ignore
443
+ tex.format = RGBAFormat;
444
+ }
445
+
446
+ const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
+ colorSpace: LinearSRGBColorSpace,
448
+ });
449
+ rt.texture = tex;
450
+ return rt;
451
+ }
452
+ return undefined;
453
+ }
454
+ }
455
+ new RenderTextureSerializer();
456
+
457
+
458
+ export class UriSerializer extends TypeSerializer {
459
+ constructor() {
460
+ super([URL]);
461
+ }
462
+
463
+ onSerialize(_data: string, _context: SerializationContext) {
464
+ return null;
465
+ }
466
+
467
+ onDeserialize(data: string, _context: SerializationContext) {
468
+ if (typeof data === "string" && data.length > 0) {
469
+ return resolveUrl(_context.gltfId, data);
470
+ }
471
+ return undefined;
472
+ }
473
+ }
474
474
  new UriSerializer();