@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
@@ -1,373 +1,373 @@
1
- import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
2
- import * as ThreeMeshUI from 'three-mesh-ui'
3
- import { type DocumentedOptions as ThreeMeshUIEveryOptions } from "three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js";
4
-
5
- import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
6
- import { serializable } from "../../engine/engine_serialization_decorator.js";
7
- import { getParam } from "../../engine/engine_utils.js";
8
- import { GameObject } from '../Component.js';
9
- import { BaseUIComponent } from "./BaseUIComponent.js";
10
- import { type ICanvas, type IRectTransform, type IRectTransformChangedReceiver } from "./Interfaces.js";
11
- import { onChange } from "./Utils.js";
12
-
13
- const debug = getParam("debugui");
14
- const debugLayout = getParam("debuguilayout");
15
-
16
- export class Size {
17
- width!: number;
18
- height!: number;
19
- }
20
-
21
- export class Rect {
22
- x!: number;
23
- y!: number;
24
- width!: number;
25
- height!: number;
26
- }
27
-
28
- const tempVec = new Vector3();
29
- const tempMatrix = new Matrix4();
30
- const tempQuaternion = new Quaternion();
31
-
32
- export class RectTransform extends BaseUIComponent implements IRectTransform, IRectTransformChangedReceiver {
33
-
34
- get parent() {
35
- return this._parentRectTransform;
36
- }
37
-
38
- // @serializable(Object3D)
39
- // root? : Object3D;
40
-
41
- get translation() { return this.gameObject.position; }
42
- get rotation() { return this.gameObject.quaternion; }
43
- get scale(): Vector3 { return this.gameObject.scale; }
44
-
45
- private _anchoredPosition!: Vector2;
46
-
47
- @serializable(Vector2)
48
- get anchoredPosition() {
49
- if (!this._anchoredPosition) this._anchoredPosition = new Vector2();
50
- return this._anchoredPosition;
51
- }
52
- private set anchoredPosition(value: Vector2) {
53
- this._anchoredPosition = value;
54
- }
55
-
56
- @serializable(Vector2)
57
- sizeDelta: Vector2 = new Vector2(100, 100);
58
-
59
- @serializable(Vector2)
60
- pivot: Vector2 = new Vector2(.5, .5);
61
-
62
- @serializable(Vector2)
63
- anchorMin: Vector2 = new Vector2(0, 0);
64
- @serializable(Vector2)
65
- anchorMax: Vector2 = new Vector2(1, 1);
66
-
67
- // @serializable(Vector2)
68
- // offsetMin: Vector2 = new Vector2(0, 0);
69
- // @serializable(Vector2)
70
- // offsetMax: Vector2 = new Vector2(0, 0);
71
-
72
- /** Optional min width in pixel, set to undefined to disable it */
73
- minWidth?: number;
74
- /** Optional min height in pixel, set to undefined to disable it */
75
- minHeight?: number;
76
-
77
- get width() {
78
- let width = this.sizeDelta.x;
79
- if (this.anchorMin.x !== this.anchorMax.x) {
80
- if (this._parentRectTransform) {
81
- const parentWidth = this._parentRectTransform.width;
82
- const anchorWidth = this.anchorMax.x - this.anchorMin.x;
83
- width = parentWidth * anchorWidth;
84
- width += this.sizeDelta.x;
85
- }
86
- }
87
- if(this.minWidth !== undefined && width < this.minWidth) return this.minWidth;
88
- return width
89
- }
90
- get height() {
91
- let height = this.sizeDelta.y;
92
- if (this.anchorMin.y !== this.anchorMax.y) {
93
- if (this._parentRectTransform) {
94
- const parentHeight = this._parentRectTransform.height;
95
- const anchorHeight = this.anchorMax.y - this.anchorMin.y;
96
- height = parentHeight * anchorHeight;
97
- height += this.sizeDelta.y;
98
- }
99
- }
100
- if(this.minHeight !== undefined && height < this.minHeight) return this.minHeight;
101
- return height;
102
- }
103
-
104
- // private lastMatrixWorld!: Matrix4;
105
- private lastMatrix!: Matrix4;
106
- private rectBlock!: Object3D;
107
- private _transformNeedsUpdate: boolean = false;
108
- private _initialPosition!: Vector3;
109
-
110
- awake() {
111
- super.awake();
112
- // this is required if an animator animated the transform anchoring
113
- if (!this._anchoredPosition)
114
- this._anchoredPosition = new Vector2();
115
-
116
- this.lastMatrix = new Matrix4();
117
- this.rectBlock = new Object3D();
118
- this.rectBlock.name = this.name;
119
-
120
- // TODO: get rid of the initial position
121
- this._initialPosition = this.gameObject.position.clone();
122
- this._initialPosition.z = 0;
123
-
124
- // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
125
- // perhaps we can also just manually check the few properties in the update loops?
126
- // TODO: check if value actually changed, this is called on assignment
127
- onChange(this, "_anchoredPosition", () => { this.markDirty(); });
128
- onChange(this, "sizeDelta", () => { this.markDirty(); });
129
- onChange(this, "pivot", () => { this.markDirty(); });
130
- onChange(this, "anchorMin", () => { this.markDirty(); });
131
- onChange(this, "anchorMax", () => { this.markDirty(); });
132
- }
133
-
134
- onEnable() {
135
- super.onEnable();
136
-
137
- if (!this.rectBlock) this.rectBlock = new Object3D();
138
- if (!this.lastMatrix) this.lastMatrix = new Matrix4();
139
- if (!this._lastAnchoring) this._lastAnchoring = new Vector2();
140
- if (!this._initialPosition) this._initialPosition = new Vector3();
141
- if (!this._anchoredPosition) this._anchoredPosition = new Vector2();
142
-
143
- this.addShadowComponent(this.rectBlock);
144
- this._transformNeedsUpdate = true;
145
- this.canvas?.registerTransform(this);
146
- // this.onApplyTransform("enable");
147
- }
148
-
149
- onDisable() {
150
- super.onDisable();
151
- this.removeShadowComponent();
152
- this.canvas?.unregisterTransform(this);
153
- }
154
-
155
- onParentRectTransformChanged(comp: IRectTransform) {
156
- if (this._transformNeedsUpdate) return;
157
- // When the parent rect transform changes we have to to recalculate our transform
158
- this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
159
- }
160
-
161
- get isDirty() {
162
- if (!this._transformNeedsUpdate) this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
163
- return this._transformNeedsUpdate;
164
- }
165
-
166
- // private _copyMatrixAfterRender: boolean = false;
167
-
168
- markDirty() {
169
- if (this._transformNeedsUpdate) return;
170
- if (debugLayout) console.warn("RectTransform markDirty()", this.name)
171
- this._transformNeedsUpdate = true;
172
- // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
173
- // if we dont reset it here we get delayed layout updates
174
- this._lastUpdateFrame = -1;
175
- }
176
-
177
-
178
- /** Will update the transforms if it changed or is dirty */
179
- updateTransform() {
180
- // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
181
- const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix);// || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
182
- if (transformChanged && this.canUpdate()) {
183
- this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
184
- }
185
- }
186
-
187
- private _parentRectTransform?: RectTransform;
188
- private _lastUpdateFrame: number = -1;
189
-
190
- private canUpdate() {
191
- return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
192
- }
193
-
194
- private onApplyTransform(reason?: string) {
195
- // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
196
- if (this.context.time.frameCount === this._lastUpdateFrame) return;
197
- this._lastUpdateFrame = this.context.time.frameCount;
198
-
199
- const uiobject = this.shadowComponent;
200
- if (!uiobject) return;
201
- if (this.gameObject.parent)
202
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform) as RectTransform;
203
- else
204
- this._parentRectTransform = undefined;
205
- this._transformNeedsUpdate = false;
206
-
207
- if (debugLayout) console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
208
-
209
- if (!this.isRoot()) {
210
- // Reset temp matrix
211
- uiobject.matrix.identity();
212
- uiobject.matrixAutoUpdate = false;
213
- // calc pivot and apply
214
- tempVec.set(0, 0, 0);
215
- this.applyPivot(tempVec);
216
- uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
217
- // calc rotation matrix and apply (we can skip this if it's not rotated)
218
- if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
219
- tempQuaternion.copy(this.gameObject.quaternion);
220
- tempQuaternion.x *= -1;
221
- tempQuaternion.z *= -1;
222
- tempMatrix.makeRotationFromQuaternion(tempQuaternion);
223
- uiobject.matrix.premultiply(tempMatrix);
224
- }
225
- // calc anchors and offset and apply
226
- tempVec.set(0, 0, 0);
227
- this.applyAnchoring(tempVec);
228
- if(this.canvas?.screenspace) tempVec.z += .1;
229
- else tempVec.z += .01;
230
- tempMatrix.identity();
231
- tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
232
- uiobject.matrix.premultiply(tempMatrix);
233
- // apply scale if necessary
234
- uiobject.matrix.scale(this.gameObject.scale);
235
- }
236
- else {
237
- // We have to rotate the canvas when it's in worldspace
238
- const canvas = this.Root as any as ICanvas;
239
- if (!canvas.screenspace) uiobject.rotation.y = Math.PI;
240
- }
241
-
242
- this.lastMatrix.copy(this.gameObject.matrix);
243
-
244
- // iterate other components on this object that might need to know about the transform change
245
- // e.g. Graphic components should update their width and height
246
- const includeChildren = true;
247
- for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
248
- if (comp === this) continue;
249
- if (!comp.activeAndEnabled) continue;
250
- const callback = comp as any as IRectTransformChangedReceiver;
251
- if (callback.onParentRectTransformChanged) {
252
- // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
253
- callback.onParentRectTransformChanged(this);
254
- }
255
- }
256
-
257
- // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
258
- }
259
-
260
- // onAfterRender() {
261
- // if (this._copyMatrixAfterRender) {
262
- // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
263
- // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
264
- // }
265
- // }
266
-
267
- private _lastAnchoring!: Vector2;
268
-
269
- /** applies the position offset to the passed in vector */
270
- private applyAnchoring(pos: Vector3) {
271
-
272
- if (!this._lastAnchoring) this._lastAnchoring = new Vector2();
273
- const diff = this._lastAnchoring.sub(this._anchoredPosition)
274
- this.gameObject.position.x += diff.x;
275
- this.gameObject.position.y += diff.y;
276
- this._lastAnchoring.copy(this._anchoredPosition);
277
-
278
- pos.x += (this._initialPosition.x - this.gameObject.position.x);
279
- pos.y += (this._initialPosition.y - this.gameObject.position.y);
280
- pos.z += (this._initialPosition.z - this.gameObject.position.z);
281
-
282
- const parent = this._parentRectTransform;
283
- if (parent) {
284
- // Calculate vertical offset
285
- let oy = 0;
286
- const vert = 1 - this.anchorMax.y - this.anchorMin.y;
287
- oy -= (parent.height * .5) * vert;
288
- pos.y += oy;
289
-
290
- // calculate horizontal offset
291
- let ox = 0;
292
- const horz = 1 - this.anchorMax.x - this.anchorMin.x;
293
- ox -= (parent.width * .5) * horz;
294
- pos.x += ox;
295
- }
296
- }
297
-
298
- /** applies the pivot offset to the passed in vector */
299
- private applyPivot(vec: Vector3) {
300
- if (this.pivot && !this.isRoot()) {
301
- const pv = this.pivot.x - .5;
302
- vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
303
- const ph = this.pivot.y - .5;
304
- vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
305
- }
306
- }
307
-
308
- getBasicOptions(): ThreeMeshUIEveryOptions {
309
-
310
- // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
311
- // ThreeMeshUI.DefaultValues.set({
312
- // backgroundOpacity: 1,
313
- // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
314
- // borderRadius: 0,
315
- // borderOpacity: 0,
316
- // })
317
-
318
- const opts = {
319
- width: this.sizeDelta!.x,
320
- height: this.sizeDelta!.y,// * this.context.mainCameraComponent!.aspect,
321
- offset: 0,
322
- backgroundOpacity: 0,
323
- borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
324
- borderRadius: 0,
325
- borderOpacity: 0,
326
- letterSpacing: -0.03,
327
- // justifyContent: 'center',
328
- // alignItems: 'center',
329
- // alignContent: 'center',
330
- // backgroundColor: new Color(1, 1, 1),
331
- };
332
- this.ensureValidSize(opts);
333
- return opts;
334
- }
335
-
336
- // e.g. when a transform has the size 0,0 we still want to render the text
337
- private ensureValidSize(opts: Size, fallbackWidth = 0.0001): Size {
338
- if (opts.width <= 0) {
339
- opts.width = fallbackWidth;
340
- }
341
- if (opts.height <= 0) opts.height = 0.0001;
342
- return opts;
343
- }
344
-
345
- private _createdBlocks: ThreeMeshUI.Block[] = [];
346
- private _createdTextBlocks: ThreeMeshUI.Text[] = [];
347
-
348
- createNewBlock(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block {
349
- opts = {
350
- ...this.getBasicOptions(),
351
- ...opts
352
- };
353
- if (debug)
354
- console.log(this.name, opts);
355
- const block = new ThreeMeshUI.Block(opts as ThreeMeshUIEveryOptions);
356
- this._createdBlocks.push(block);
357
- return block;
358
- }
359
-
360
- createNewText(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block {
361
- if (debug)
362
- console.log(opts)
363
- opts = {
364
- ...this.getBasicOptions(),
365
- ...opts,
366
- };
367
- if (debug)
368
- console.log(this.name, opts);
369
- const block = new ThreeMeshUI.Text(opts as ThreeMeshUIEveryOptions);
370
- this._createdTextBlocks.push(block);
371
- return block;
372
- }
1
+ import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
2
+ import * as ThreeMeshUI from 'three-mesh-ui'
3
+ import { type DocumentedOptions as ThreeMeshUIEveryOptions } from "three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js";
4
+
5
+ import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
6
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
7
+ import { getParam } from "../../engine/engine_utils.js";
8
+ import { GameObject } from '../Component.js';
9
+ import { BaseUIComponent } from "./BaseUIComponent.js";
10
+ import { type ICanvas, type IRectTransform, type IRectTransformChangedReceiver } from "./Interfaces.js";
11
+ import { onChange } from "./Utils.js";
12
+
13
+ const debug = getParam("debugui");
14
+ const debugLayout = getParam("debuguilayout");
15
+
16
+ export class Size {
17
+ width!: number;
18
+ height!: number;
19
+ }
20
+
21
+ export class Rect {
22
+ x!: number;
23
+ y!: number;
24
+ width!: number;
25
+ height!: number;
26
+ }
27
+
28
+ const tempVec = new Vector3();
29
+ const tempMatrix = new Matrix4();
30
+ const tempQuaternion = new Quaternion();
31
+
32
+ export class RectTransform extends BaseUIComponent implements IRectTransform, IRectTransformChangedReceiver {
33
+
34
+ get parent() {
35
+ return this._parentRectTransform;
36
+ }
37
+
38
+ // @serializable(Object3D)
39
+ // root? : Object3D;
40
+
41
+ get translation() { return this.gameObject.position; }
42
+ get rotation() { return this.gameObject.quaternion; }
43
+ get scale(): Vector3 { return this.gameObject.scale; }
44
+
45
+ private _anchoredPosition!: Vector2;
46
+
47
+ @serializable(Vector2)
48
+ get anchoredPosition() {
49
+ if (!this._anchoredPosition) this._anchoredPosition = new Vector2();
50
+ return this._anchoredPosition;
51
+ }
52
+ private set anchoredPosition(value: Vector2) {
53
+ this._anchoredPosition = value;
54
+ }
55
+
56
+ @serializable(Vector2)
57
+ sizeDelta: Vector2 = new Vector2(100, 100);
58
+
59
+ @serializable(Vector2)
60
+ pivot: Vector2 = new Vector2(.5, .5);
61
+
62
+ @serializable(Vector2)
63
+ anchorMin: Vector2 = new Vector2(0, 0);
64
+ @serializable(Vector2)
65
+ anchorMax: Vector2 = new Vector2(1, 1);
66
+
67
+ // @serializable(Vector2)
68
+ // offsetMin: Vector2 = new Vector2(0, 0);
69
+ // @serializable(Vector2)
70
+ // offsetMax: Vector2 = new Vector2(0, 0);
71
+
72
+ /** Optional min width in pixel, set to undefined to disable it */
73
+ minWidth?: number;
74
+ /** Optional min height in pixel, set to undefined to disable it */
75
+ minHeight?: number;
76
+
77
+ get width() {
78
+ let width = this.sizeDelta.x;
79
+ if (this.anchorMin.x !== this.anchorMax.x) {
80
+ if (this._parentRectTransform) {
81
+ const parentWidth = this._parentRectTransform.width;
82
+ const anchorWidth = this.anchorMax.x - this.anchorMin.x;
83
+ width = parentWidth * anchorWidth;
84
+ width += this.sizeDelta.x;
85
+ }
86
+ }
87
+ if(this.minWidth !== undefined && width < this.minWidth) return this.minWidth;
88
+ return width
89
+ }
90
+ get height() {
91
+ let height = this.sizeDelta.y;
92
+ if (this.anchorMin.y !== this.anchorMax.y) {
93
+ if (this._parentRectTransform) {
94
+ const parentHeight = this._parentRectTransform.height;
95
+ const anchorHeight = this.anchorMax.y - this.anchorMin.y;
96
+ height = parentHeight * anchorHeight;
97
+ height += this.sizeDelta.y;
98
+ }
99
+ }
100
+ if(this.minHeight !== undefined && height < this.minHeight) return this.minHeight;
101
+ return height;
102
+ }
103
+
104
+ // private lastMatrixWorld!: Matrix4;
105
+ private lastMatrix!: Matrix4;
106
+ private rectBlock!: Object3D;
107
+ private _transformNeedsUpdate: boolean = false;
108
+ private _initialPosition!: Vector3;
109
+
110
+ awake() {
111
+ super.awake();
112
+ // this is required if an animator animated the transform anchoring
113
+ if (!this._anchoredPosition)
114
+ this._anchoredPosition = new Vector2();
115
+
116
+ this.lastMatrix = new Matrix4();
117
+ this.rectBlock = new Object3D();
118
+ this.rectBlock.name = this.name;
119
+
120
+ // TODO: get rid of the initial position
121
+ this._initialPosition = this.gameObject.position.clone();
122
+ this._initialPosition.z = 0;
123
+
124
+ // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
125
+ // perhaps we can also just manually check the few properties in the update loops?
126
+ // TODO: check if value actually changed, this is called on assignment
127
+ onChange(this, "_anchoredPosition", () => { this.markDirty(); });
128
+ onChange(this, "sizeDelta", () => { this.markDirty(); });
129
+ onChange(this, "pivot", () => { this.markDirty(); });
130
+ onChange(this, "anchorMin", () => { this.markDirty(); });
131
+ onChange(this, "anchorMax", () => { this.markDirty(); });
132
+ }
133
+
134
+ onEnable() {
135
+ super.onEnable();
136
+
137
+ if (!this.rectBlock) this.rectBlock = new Object3D();
138
+ if (!this.lastMatrix) this.lastMatrix = new Matrix4();
139
+ if (!this._lastAnchoring) this._lastAnchoring = new Vector2();
140
+ if (!this._initialPosition) this._initialPosition = new Vector3();
141
+ if (!this._anchoredPosition) this._anchoredPosition = new Vector2();
142
+
143
+ this.addShadowComponent(this.rectBlock);
144
+ this._transformNeedsUpdate = true;
145
+ this.canvas?.registerTransform(this);
146
+ // this.onApplyTransform("enable");
147
+ }
148
+
149
+ onDisable() {
150
+ super.onDisable();
151
+ this.removeShadowComponent();
152
+ this.canvas?.unregisterTransform(this);
153
+ }
154
+
155
+ onParentRectTransformChanged(comp: IRectTransform) {
156
+ if (this._transformNeedsUpdate) return;
157
+ // When the parent rect transform changes we have to to recalculate our transform
158
+ this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
159
+ }
160
+
161
+ get isDirty() {
162
+ if (!this._transformNeedsUpdate) this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
163
+ return this._transformNeedsUpdate;
164
+ }
165
+
166
+ // private _copyMatrixAfterRender: boolean = false;
167
+
168
+ markDirty() {
169
+ if (this._transformNeedsUpdate) return;
170
+ if (debugLayout) console.warn("RectTransform markDirty()", this.name)
171
+ this._transformNeedsUpdate = true;
172
+ // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
173
+ // if we dont reset it here we get delayed layout updates
174
+ this._lastUpdateFrame = -1;
175
+ }
176
+
177
+
178
+ /** Will update the transforms if it changed or is dirty */
179
+ updateTransform() {
180
+ // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
181
+ const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix);// || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
182
+ if (transformChanged && this.canUpdate()) {
183
+ this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
184
+ }
185
+ }
186
+
187
+ private _parentRectTransform?: RectTransform;
188
+ private _lastUpdateFrame: number = -1;
189
+
190
+ private canUpdate() {
191
+ return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
192
+ }
193
+
194
+ private onApplyTransform(reason?: string) {
195
+ // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
196
+ if (this.context.time.frameCount === this._lastUpdateFrame) return;
197
+ this._lastUpdateFrame = this.context.time.frameCount;
198
+
199
+ const uiobject = this.shadowComponent;
200
+ if (!uiobject) return;
201
+ if (this.gameObject.parent)
202
+ this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform) as RectTransform;
203
+ else
204
+ this._parentRectTransform = undefined;
205
+ this._transformNeedsUpdate = false;
206
+
207
+ if (debugLayout) console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
208
+
209
+ if (!this.isRoot()) {
210
+ // Reset temp matrix
211
+ uiobject.matrix.identity();
212
+ uiobject.matrixAutoUpdate = false;
213
+ // calc pivot and apply
214
+ tempVec.set(0, 0, 0);
215
+ this.applyPivot(tempVec);
216
+ uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
217
+ // calc rotation matrix and apply (we can skip this if it's not rotated)
218
+ if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
219
+ tempQuaternion.copy(this.gameObject.quaternion);
220
+ tempQuaternion.x *= -1;
221
+ tempQuaternion.z *= -1;
222
+ tempMatrix.makeRotationFromQuaternion(tempQuaternion);
223
+ uiobject.matrix.premultiply(tempMatrix);
224
+ }
225
+ // calc anchors and offset and apply
226
+ tempVec.set(0, 0, 0);
227
+ this.applyAnchoring(tempVec);
228
+ if(this.canvas?.screenspace) tempVec.z += .1;
229
+ else tempVec.z += .01;
230
+ tempMatrix.identity();
231
+ tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
232
+ uiobject.matrix.premultiply(tempMatrix);
233
+ // apply scale if necessary
234
+ uiobject.matrix.scale(this.gameObject.scale);
235
+ }
236
+ else {
237
+ // We have to rotate the canvas when it's in worldspace
238
+ const canvas = this.Root as any as ICanvas;
239
+ if (!canvas.screenspace) uiobject.rotation.y = Math.PI;
240
+ }
241
+
242
+ this.lastMatrix.copy(this.gameObject.matrix);
243
+
244
+ // iterate other components on this object that might need to know about the transform change
245
+ // e.g. Graphic components should update their width and height
246
+ const includeChildren = true;
247
+ for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
248
+ if (comp === this) continue;
249
+ if (!comp.activeAndEnabled) continue;
250
+ const callback = comp as any as IRectTransformChangedReceiver;
251
+ if (callback.onParentRectTransformChanged) {
252
+ // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
253
+ callback.onParentRectTransformChanged(this);
254
+ }
255
+ }
256
+
257
+ // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
258
+ }
259
+
260
+ // onAfterRender() {
261
+ // if (this._copyMatrixAfterRender) {
262
+ // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
263
+ // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
264
+ // }
265
+ // }
266
+
267
+ private _lastAnchoring!: Vector2;
268
+
269
+ /** applies the position offset to the passed in vector */
270
+ private applyAnchoring(pos: Vector3) {
271
+
272
+ if (!this._lastAnchoring) this._lastAnchoring = new Vector2();
273
+ const diff = this._lastAnchoring.sub(this._anchoredPosition)
274
+ this.gameObject.position.x += diff.x;
275
+ this.gameObject.position.y += diff.y;
276
+ this._lastAnchoring.copy(this._anchoredPosition);
277
+
278
+ pos.x += (this._initialPosition.x - this.gameObject.position.x);
279
+ pos.y += (this._initialPosition.y - this.gameObject.position.y);
280
+ pos.z += (this._initialPosition.z - this.gameObject.position.z);
281
+
282
+ const parent = this._parentRectTransform;
283
+ if (parent) {
284
+ // Calculate vertical offset
285
+ let oy = 0;
286
+ const vert = 1 - this.anchorMax.y - this.anchorMin.y;
287
+ oy -= (parent.height * .5) * vert;
288
+ pos.y += oy;
289
+
290
+ // calculate horizontal offset
291
+ let ox = 0;
292
+ const horz = 1 - this.anchorMax.x - this.anchorMin.x;
293
+ ox -= (parent.width * .5) * horz;
294
+ pos.x += ox;
295
+ }
296
+ }
297
+
298
+ /** applies the pivot offset to the passed in vector */
299
+ private applyPivot(vec: Vector3) {
300
+ if (this.pivot && !this.isRoot()) {
301
+ const pv = this.pivot.x - .5;
302
+ vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
303
+ const ph = this.pivot.y - .5;
304
+ vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
305
+ }
306
+ }
307
+
308
+ getBasicOptions(): ThreeMeshUIEveryOptions {
309
+
310
+ // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
311
+ // ThreeMeshUI.DefaultValues.set({
312
+ // backgroundOpacity: 1,
313
+ // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
314
+ // borderRadius: 0,
315
+ // borderOpacity: 0,
316
+ // })
317
+
318
+ const opts = {
319
+ width: this.sizeDelta!.x,
320
+ height: this.sizeDelta!.y,// * this.context.mainCameraComponent!.aspect,
321
+ offset: 0,
322
+ backgroundOpacity: 0,
323
+ borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
324
+ borderRadius: 0,
325
+ borderOpacity: 0,
326
+ letterSpacing: -0.03,
327
+ // justifyContent: 'center',
328
+ // alignItems: 'center',
329
+ // alignContent: 'center',
330
+ // backgroundColor: new Color(1, 1, 1),
331
+ };
332
+ this.ensureValidSize(opts);
333
+ return opts;
334
+ }
335
+
336
+ // e.g. when a transform has the size 0,0 we still want to render the text
337
+ private ensureValidSize(opts: Size, fallbackWidth = 0.0001): Size {
338
+ if (opts.width <= 0) {
339
+ opts.width = fallbackWidth;
340
+ }
341
+ if (opts.height <= 0) opts.height = 0.0001;
342
+ return opts;
343
+ }
344
+
345
+ private _createdBlocks: ThreeMeshUI.Block[] = [];
346
+ private _createdTextBlocks: ThreeMeshUI.Text[] = [];
347
+
348
+ createNewBlock(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block {
349
+ opts = {
350
+ ...this.getBasicOptions(),
351
+ ...opts
352
+ };
353
+ if (debug)
354
+ console.log(this.name, opts);
355
+ const block = new ThreeMeshUI.Block(opts as ThreeMeshUIEveryOptions);
356
+ this._createdBlocks.push(block);
357
+ return block;
358
+ }
359
+
360
+ createNewText(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block {
361
+ if (debug)
362
+ console.log(opts)
363
+ opts = {
364
+ ...this.getBasicOptions(),
365
+ ...opts,
366
+ };
367
+ if (debug)
368
+ console.log(this.name, opts);
369
+ const block = new ThreeMeshUI.Text(opts as ThreeMeshUIEveryOptions);
370
+ this._createdTextBlocks.push(block);
371
+ return block;
372
+ }
373
373
  }