@needle-tools/engine 4.4.0-beta.2 → 4.4.0-beta.4

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 (1051) hide show
  1. package/CHANGELOG.md +3614 -3607
  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 +503 -460
  6. package/dist/needle-engine.bundle.light.js +502 -459
  7. package/dist/needle-engine.bundle.light.min.js +69 -69
  8. package/dist/needle-engine.bundle.light.umd.cjs +76 -76
  9. package/dist/needle-engine.bundle.min.js +69 -69
  10. package/dist/needle-engine.bundle.umd.cjs +67 -67
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  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 +300 -300
  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.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +380 -380
  66. package/lib/engine/engine_components_internal.d.ts +9 -9
  67. package/lib/engine/engine_components_internal.js +36 -36
  68. package/lib/engine/engine_constants.d.ts +10 -10
  69. package/lib/engine/engine_constants.js +41 -41
  70. package/lib/engine/engine_context.d.ts +345 -345
  71. package/lib/engine/engine_context.js +1515 -1515
  72. package/lib/engine/engine_context_registry.d.ts +71 -71
  73. package/lib/engine/engine_context_registry.js +117 -117
  74. package/lib/engine/engine_coroutine.d.ts +35 -35
  75. package/lib/engine/engine_coroutine.js +52 -52
  76. package/lib/engine/engine_create_objects.d.ts +118 -118
  77. package/lib/engine/engine_create_objects.js +308 -308
  78. package/lib/engine/engine_default_parameters.d.ts +2 -2
  79. package/lib/engine/engine_default_parameters.js +3 -3
  80. package/lib/engine/engine_editor-sync.d.ts +21 -21
  81. package/lib/engine/engine_editor-sync.js +4 -4
  82. package/lib/engine/engine_element.d.ts +113 -113
  83. package/lib/engine/engine_element.js +829 -830
  84. package/lib/engine/engine_element.js.map +1 -1
  85. package/lib/engine/engine_element_attributes.d.ts +72 -72
  86. package/lib/engine/engine_element_attributes.js +1 -1
  87. package/lib/engine/engine_element_extras.d.ts +6 -6
  88. package/lib/engine/engine_element_extras.js +13 -13
  89. package/lib/engine/engine_element_loading.d.ts +44 -44
  90. package/lib/engine/engine_element_loading.js +349 -349
  91. package/lib/engine/engine_element_overlay.d.ts +21 -21
  92. package/lib/engine/engine_element_overlay.js +166 -166
  93. package/lib/engine/engine_fileloader.d.ts +2 -2
  94. package/lib/engine/engine_fileloader.js +8 -8
  95. package/lib/engine/engine_gameobject.d.ts +68 -68
  96. package/lib/engine/engine_gameobject.js +591 -591
  97. package/lib/engine/engine_generic_utils.d.ts +1 -1
  98. package/lib/engine/engine_generic_utils.js +13 -13
  99. package/lib/engine/engine_gizmos.d.ts +149 -149
  100. package/lib/engine/engine_gizmos.js +530 -530
  101. package/lib/engine/engine_gltf.d.ts +12 -12
  102. package/lib/engine/engine_gltf.js +15 -15
  103. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  104. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  105. package/lib/engine/engine_hot_reload.d.ts +7 -7
  106. package/lib/engine/engine_hot_reload.js +184 -184
  107. package/lib/engine/engine_input.d.ts +352 -352
  108. package/lib/engine/engine_input.js +1265 -1265
  109. package/lib/engine/engine_input_utils.d.ts +2 -2
  110. package/lib/engine/engine_input_utils.js +22 -22
  111. package/lib/engine/engine_instancing.d.ts +19 -19
  112. package/lib/engine/engine_instancing.js +39 -39
  113. package/lib/engine/engine_license.d.ts +9 -9
  114. package/lib/engine/engine_license.js +320 -320
  115. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  116. package/lib/engine/engine_lifecycle_api.js +99 -99
  117. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  118. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  119. package/lib/engine/engine_lightdata.d.ts +23 -23
  120. package/lib/engine/engine_lightdata.js +91 -91
  121. package/lib/engine/engine_loaders.d.ts +13 -13
  122. package/lib/engine/engine_loaders.js +62 -62
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +252 -252
  132. package/lib/engine/engine_networking.js +743 -743
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +212 -212
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1432 -1432
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_scenetools.d.ts +50 -50
  166. package/lib/engine/engine_scenetools.js +321 -321
  167. package/lib/engine/engine_serialization.d.ts +3 -3
  168. package/lib/engine/engine_serialization.js +3 -3
  169. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  170. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  171. package/lib/engine/engine_serialization_core.d.ts +85 -85
  172. package/lib/engine/engine_serialization_core.js +602 -602
  173. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  174. package/lib/engine/engine_serialization_decorator.js +66 -66
  175. package/lib/engine/engine_setup.d.ts +1 -1
  176. package/lib/engine/engine_setup.js +2 -2
  177. package/lib/engine/engine_shaders.d.ts +53 -53
  178. package/lib/engine/engine_shaders.js +252 -252
  179. package/lib/engine/engine_shims.d.ts +4 -4
  180. package/lib/engine/engine_shims.js +24 -24
  181. package/lib/engine/engine_test_utils.d.ts +39 -39
  182. package/lib/engine/engine_test_utils.js +83 -83
  183. package/lib/engine/engine_texture.d.ts +28 -28
  184. package/lib/engine/engine_texture.js +64 -64
  185. package/lib/engine/engine_three_utils.d.ts +201 -201
  186. package/lib/engine/engine_three_utils.js +731 -731
  187. package/lib/engine/engine_time.d.ts +51 -51
  188. package/lib/engine/engine_time.js +82 -82
  189. package/lib/engine/engine_time_utils.d.ts +88 -88
  190. package/lib/engine/engine_time_utils.js +215 -215
  191. package/lib/engine/engine_tonemapping.d.ts +2 -2
  192. package/lib/engine/engine_tonemapping.js +194 -194
  193. package/lib/engine/engine_types.d.ts +572 -572
  194. package/lib/engine/engine_types.js +88 -88
  195. package/lib/engine/engine_typestore.d.ts +28 -28
  196. package/lib/engine/engine_typestore.js +55 -55
  197. package/lib/engine/engine_util_decorator.d.ts +13 -13
  198. package/lib/engine/engine_util_decorator.js +116 -116
  199. package/lib/engine/engine_utils.d.ts +266 -266
  200. package/lib/engine/engine_utils.js +878 -878
  201. package/lib/engine/engine_utils_format.d.ts +21 -21
  202. package/lib/engine/engine_utils_format.js +193 -193
  203. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  204. package/lib/engine/engine_utils_screenshot.js +513 -513
  205. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  206. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  207. package/lib/engine/engine_web_api.d.ts +12 -0
  208. package/lib/engine/engine_web_api.js +113 -0
  209. package/lib/engine/engine_web_api.js.map +1 -0
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  262. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  263. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  264. package/lib/engine/js-extensions/Vector.js +13 -13
  265. package/lib/engine/js-extensions/index.d.ts +5 -5
  266. package/lib/engine/js-extensions/index.js +5 -5
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  268. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  269. package/lib/engine/shaders/shaderData.d.ts +55 -55
  270. package/lib/engine/shaders/shaderData.js +58 -58
  271. package/lib/engine/tests/test_utils.d.ts +2 -2
  272. package/lib/engine/tests/test_utils.js +53 -53
  273. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  274. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  275. package/lib/engine/webcomponents/api.d.ts +5 -5
  276. package/lib/engine/webcomponents/api.js +4 -4
  277. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  278. package/lib/engine/webcomponents/buttons.js +237 -237
  279. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  280. package/lib/engine/webcomponents/fonts.js +32 -32
  281. package/lib/engine/webcomponents/icons.d.ts +9 -9
  282. package/lib/engine/webcomponents/icons.js +52 -52
  283. package/lib/engine/webcomponents/index.d.ts +1 -1
  284. package/lib/engine/webcomponents/index.js +1 -1
  285. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  286. package/lib/engine/webcomponents/logo-element.js +67 -67
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  288. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  289. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  290. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  291. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  292. package/lib/engine/webcomponents/needle-button.js +161 -161
  293. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  294. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  295. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  296. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  297. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  298. package/lib/engine/xr/NeedleXRSync.js +188 -188
  299. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  300. package/lib/engine/xr/SceneTransition.js +69 -69
  301. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  302. package/lib/engine/xr/TempXRContext.js +187 -187
  303. package/lib/engine/xr/XRRig.d.ts +7 -7
  304. package/lib/engine/xr/XRRig.js +1 -1
  305. package/lib/engine/xr/api.d.ts +6 -6
  306. package/lib/engine/xr/api.js +6 -6
  307. package/lib/engine/xr/events.d.ts +66 -66
  308. package/lib/engine/xr/events.js +93 -93
  309. package/lib/engine/xr/internal.d.ts +12 -12
  310. package/lib/engine/xr/internal.js +25 -25
  311. package/lib/engine/xr/usdz.d.ts +12 -12
  312. package/lib/engine/xr/usdz.js +29 -29
  313. package/lib/engine/xr/utils.d.ts +11 -11
  314. package/lib/engine/xr/utils.js +34 -34
  315. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  316. package/lib/engine-components/AlignmentConstraint.js +39 -39
  317. package/lib/engine-components/Animation.d.ts +156 -156
  318. package/lib/engine-components/Animation.js +508 -508
  319. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  320. package/lib/engine-components/AnimationCurve.js +159 -159
  321. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  322. package/lib/engine-components/AnimationUtils.js +27 -27
  323. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  324. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  325. package/lib/engine-components/Animator.d.ts +217 -217
  326. package/lib/engine-components/Animator.js +354 -354
  327. package/lib/engine-components/AnimatorController.d.ts +227 -227
  328. package/lib/engine-components/AnimatorController.js +1152 -1152
  329. package/lib/engine-components/AudioListener.d.ts +33 -33
  330. package/lib/engine-components/AudioListener.js +86 -86
  331. package/lib/engine-components/AudioSource.d.ts +217 -217
  332. package/lib/engine-components/AudioSource.js +627 -627
  333. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  334. package/lib/engine-components/AvatarLoader.js +231 -231
  335. package/lib/engine-components/AxesHelper.d.ts +32 -32
  336. package/lib/engine-components/AxesHelper.js +67 -67
  337. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  338. package/lib/engine-components/BasicIKConstraint.js +43 -43
  339. package/lib/engine-components/BoxCollider.d.ts +2 -2
  340. package/lib/engine-components/BoxCollider.js +2 -2
  341. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  342. package/lib/engine-components/BoxHelperComponent.js +102 -102
  343. package/lib/engine-components/Camera.d.ts +231 -231
  344. package/lib/engine-components/Camera.js +700 -694
  345. package/lib/engine-components/Camera.js.map +1 -1
  346. package/lib/engine-components/CameraUtils.d.ts +1 -1
  347. package/lib/engine-components/CameraUtils.js +118 -127
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  1019. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1020. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1021. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1022. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1023. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1024. package/src/engine-schemes/dist/transform.js +46 -0
  1025. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1026. package/src/engine-schemes/dist/vec2.js +32 -0
  1027. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1028. package/src/engine-schemes/dist/vec3.js +36 -0
  1029. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1030. package/src/engine-schemes/dist/vec4.js +40 -0
  1031. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1032. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1033. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1034. package/src/engine-schemes/schemes.ts +28 -28
  1035. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1036. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1037. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1038. package/src/engine-schemes/transform.ts +50 -50
  1039. package/src/engine-schemes/transforms.fbs +25 -25
  1040. package/src/engine-schemes/vec.fbs +19 -19
  1041. package/src/engine-schemes/vec2.ts +33 -33
  1042. package/src/engine-schemes/vec3.ts +38 -38
  1043. package/src/engine-schemes/vec4.ts +43 -43
  1044. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1045. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1046. package/src/include/draco/draco_decoder.js +34 -34
  1047. package/src/include/ktx2/basis_transcoder.js +21 -21
  1048. package/src/include/needle/arial-msdf.json +1471 -1471
  1049. package/src/include/three/DragControls.js +231 -231
  1050. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1051. package/src/needle-engine.ts +70 -70
@@ -1,370 +1,370 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Group, Mesh, Vector3 } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
9
- import { addComponent } from "../engine/engine_components.js";
10
- import { Gizmos } from "../engine/engine_gizmos.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { getBoundingBox } from "../engine/engine_three_utils.js";
13
- import { validate } from "../engine/engine_util_decorator.js";
14
- import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
- import { Behaviour } from "./Component.js";
17
- import { Rigidbody } from "./RigidBody.js";
18
- /**
19
- * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
- * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
- * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
- * @category Physics
23
- * @group Components
24
- */
25
- export class Collider extends Behaviour {
26
- /**
27
- * Identifies this component as a collider.
28
- * @internal
29
- */
30
- get isCollider() {
31
- return true;
32
- }
33
- /**
34
- * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
- */
36
- attachedRigidbody = null;
37
- /**
38
- * When `true` the collider will not be used for collision detection but will still trigger events.
39
- * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
- */
41
- isTrigger = false;
42
- /**
43
- * The physics material that defines physical properties of the collider such as friction and bounciness.
44
- */
45
- sharedMaterial;
46
- /**
47
- * The layers that this collider belongs to. Used for filtering collision detection.
48
- * @default [0]
49
- */
50
- membership = [0];
51
- /**
52
- * The layers that this collider will interact with. Used for filtering collision detection.
53
- */
54
- filter;
55
- /** @internal */
56
- awake() {
57
- super.awake();
58
- if (!this.attachedRigidbody)
59
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
- }
61
- /** @internal */
62
- start() {
63
- if (!this.attachedRigidbody)
64
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
- }
66
- /** @internal */
67
- onEnable() {
68
- // a rigidbody is not assigned if we export an asset
69
- if (!this.attachedRigidbody)
70
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
- }
72
- /** @internal */
73
- onDisable() {
74
- this.context.physics.engine?.removeBody(this);
75
- }
76
- /**
77
- * Returns the underlying physics body from the physics engine.
78
- * Only available if the component is enabled and active in the scene.
79
- */
80
- get body() {
81
- return this.context.physics.engine?.getBody(this);
82
- }
83
- /**
84
- * Updates the collider's properties in the physics engine.
85
- * Use this when you've changed collider properties and need to sync with the physics engine.
86
- */
87
- updateProperties = () => {
88
- this.context.physics.engine?.updateProperties(this);
89
- };
90
- /**
91
- * Updates the physics material in the physics engine.
92
- * Call this after changing the sharedMaterial property.
93
- */
94
- updatePhysicsMaterial() {
95
- this.context.physics.engine?.updatePhysicsMaterial(this);
96
- }
97
- }
98
- __decorate([
99
- serializable(Rigidbody)
100
- ], Collider.prototype, "attachedRigidbody", void 0);
101
- __decorate([
102
- serializable()
103
- ], Collider.prototype, "isTrigger", void 0);
104
- __decorate([
105
- serializable()
106
- ], Collider.prototype, "sharedMaterial", void 0);
107
- __decorate([
108
- serializable()
109
- ], Collider.prototype, "membership", void 0);
110
- __decorate([
111
- serializable()
112
- ], Collider.prototype, "filter", void 0);
113
- /**
114
- * SphereCollider represents a sphere-shaped collision volume.
115
- * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
- * @category Physics
117
- * @group Components
118
- */
119
- export class SphereCollider extends Collider {
120
- /**
121
- * The radius of the sphere collider.
122
- */
123
- radius = .5;
124
- /**
125
- * The center position of the sphere collider relative to the transform's position.
126
- */
127
- center = new Vector3(0, 0, 0);
128
- /**
129
- * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
- */
131
- onEnable() {
132
- super.onEnable();
133
- this.context.physics.engine?.addSphereCollider(this);
134
- watchWrite(this.gameObject.scale, this.updateProperties);
135
- }
136
- /**
137
- * Removes scale change monitoring when the collider is disabled.
138
- */
139
- onDisable() {
140
- super.onDisable();
141
- unwatchWrite(this.gameObject.scale, this.updateProperties);
142
- }
143
- /**
144
- * Updates collider properties when validated in the editor or inspector.
145
- */
146
- onValidate() {
147
- this.updateProperties();
148
- }
149
- }
150
- __decorate([
151
- validate(),
152
- serializable()
153
- ], SphereCollider.prototype, "radius", void 0);
154
- __decorate([
155
- serializable(Vector3)
156
- ], SphereCollider.prototype, "center", void 0);
157
- /**
158
- * BoxCollider represents a box-shaped collision volume.
159
- * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
- * @category Physics
161
- * @group Components
162
- */
163
- export class BoxCollider extends Collider {
164
- /**
165
- * Creates and adds a BoxCollider to the given object.
166
- * @param obj The object to add the collider to
167
- * @param opts Configuration options for the collider and optional rigidbody
168
- * @returns The newly created BoxCollider
169
- */
170
- static add(obj, opts) {
171
- const collider = addComponent(obj, BoxCollider);
172
- collider.autoFit();
173
- if (opts?.rigidbody === true) {
174
- addComponent(obj, Rigidbody, { isKinematic: false });
175
- }
176
- return collider;
177
- }
178
- /**
179
- * The size of the box collider along each axis.
180
- */
181
- size = new Vector3(1, 1, 1);
182
- /**
183
- * The center position of the box collider relative to the transform's position.
184
- */
185
- center = new Vector3(0, 0, 0);
186
- /**
187
- * Registers the box collider with the physics engine and sets up scale change monitoring.
188
- * @internal
189
- */
190
- onEnable() {
191
- super.onEnable();
192
- this.context.physics.engine?.addBoxCollider(this, this.size);
193
- watchWrite(this.gameObject.scale, this.updateProperties);
194
- }
195
- /**
196
- * Removes scale change monitoring when the collider is disabled.
197
- * @internal
198
- */
199
- onDisable() {
200
- super.onDisable();
201
- unwatchWrite(this.gameObject.scale, this.updateProperties);
202
- }
203
- /**
204
- * Updates collider properties when validated in the editor or inspector.
205
- * @internal
206
- */
207
- onValidate() {
208
- this.updateProperties();
209
- }
210
- /**
211
- * Automatically fits the collider to the geometry of the object.
212
- * Sets the size and center based on the object's bounding box.
213
- * @param opts Options object with a debug flag to visualize the bounding box
214
- */
215
- autoFit(opts) {
216
- const obj = this.gameObject;
217
- // we need to transform the object into identity
218
- // because the physics collider will correctly apple the object's transform again
219
- // if we don't do it here we will have the transform applied twice
220
- const originalPosition = obj.position.clone();
221
- const originalQuaternion = obj.quaternion.clone();
222
- const originalScale = obj.scale.clone();
223
- const originalParent = obj.parent;
224
- obj.position.set(0, 0, 0);
225
- obj.quaternion.set(0, 0, 0, 1);
226
- obj.scale.set(1, 1, 1);
227
- obj.parent = null;
228
- obj.updateMatrix();
229
- const bb = getBoundingBox([obj]);
230
- obj.position.copy(originalPosition);
231
- obj.quaternion.copy(originalQuaternion);
232
- obj.scale.copy(originalScale);
233
- obj.parent = originalParent;
234
- if (opts?.debug === true)
235
- Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
- // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
- // const bb = obj.geometry.boundingBox!;
238
- this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
- this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
- if (this.size.length() <= 0) {
241
- this.size.set(0.01, 0.01, 0.01);
242
- }
243
- }
244
- }
245
- __decorate([
246
- validate(),
247
- serializable(Vector3)
248
- ], BoxCollider.prototype, "size", void 0);
249
- __decorate([
250
- serializable(Vector3)
251
- ], BoxCollider.prototype, "center", void 0);
252
- /**
253
- * MeshCollider creates a collision shape from a mesh geometry.
254
- * Allows for complex collision shapes that match the exact geometry of an object.
255
- * @category Physics
256
- * @group Components
257
- */
258
- export class MeshCollider extends Collider {
259
- /**
260
- * The mesh that is used to create the collision shape.
261
- * If not set, the collider will try to use the mesh of the object it's attached to.
262
- */
263
- sharedMesh;
264
- /**
265
- * When `true` the collider is treated as a solid object without holes.
266
- * Set to `false` if you want this mesh collider to be able to contain other objects.
267
- */
268
- convex = false;
269
- /**
270
- * Creates and registers the mesh collider with the physics engine.
271
- * Handles both individual meshes and mesh groups.
272
- */
273
- onEnable() {
274
- super.onEnable();
275
- if (!this.context.physics.engine)
276
- return;
277
- if (!this.sharedMesh?.isMesh) {
278
- // HACK using the renderer mesh
279
- if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
- // We're passing a group in here as well, the code below handles that correctly
281
- this.sharedMesh = this.gameObject;
282
- }
283
- }
284
- const LOD = 0;
285
- if (this.sharedMesh?.isMesh) {
286
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
- NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
- if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
- this.context.physics.engine.removeBody(this);
290
- this.sharedMesh.geometry = res;
291
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
- }
293
- });
294
- }
295
- else {
296
- const group = this.sharedMesh;
297
- if (group?.isGroup) {
298
- console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
- const promises = new Array();
300
- for (const ch in group.children) {
301
- const child = group.children[ch];
302
- if (child.isMesh) {
303
- this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
- promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
- }
306
- }
307
- Promise.all(promises).then(res => {
308
- if (res.some(r => r) == false)
309
- return;
310
- this.context.physics.engine?.removeBody(this);
311
- const mesh = new Mesh();
312
- for (const r of res) {
313
- if (r && this.activeAndEnabled) {
314
- mesh.geometry = r;
315
- this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
- }
317
- }
318
- });
319
- }
320
- else {
321
- if (isDevEnvironment() || getParam("showcolliders")) {
322
- console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
- }
324
- }
325
- }
326
- }
327
- }
328
- __decorate([
329
- serializable(Mesh)
330
- ], MeshCollider.prototype, "sharedMesh", void 0);
331
- __decorate([
332
- serializable()
333
- ], MeshCollider.prototype, "convex", void 0);
334
- /**
335
- * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
- * Ideal for character controllers and objects that need a rounded collision shape.
337
- * @category Physics
338
- * @group Components
339
- */
340
- export class CapsuleCollider extends Collider {
341
- /**
342
- * The center position of the capsule collider relative to the transform's position.
343
- */
344
- center = new Vector3(0, 0, 0);
345
- /**
346
- * The radius of the capsule's cylindrical body and hemispherical ends.
347
- */
348
- radius = .5;
349
- /**
350
- * The total height of the capsule including both hemispherical ends.
351
- */
352
- height = 2;
353
- /**
354
- * Registers the capsule collider with the physics engine.
355
- */
356
- onEnable() {
357
- super.onEnable();
358
- this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
- }
360
- }
361
- __decorate([
362
- serializable(Vector3)
363
- ], CapsuleCollider.prototype, "center", void 0);
364
- __decorate([
365
- serializable()
366
- ], CapsuleCollider.prototype, "radius", void 0);
367
- __decorate([
368
- serializable()
369
- ], CapsuleCollider.prototype, "height", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Group, Mesh, Vector3 } from "three";
8
+ import { isDevEnvironment } from "../engine/debug/index.js";
9
+ import { addComponent } from "../engine/engine_components.js";
10
+ import { Gizmos } from "../engine/engine_gizmos.js";
11
+ import { serializable } from "../engine/engine_serialization_decorator.js";
12
+ import { getBoundingBox } from "../engine/engine_three_utils.js";
13
+ import { validate } from "../engine/engine_util_decorator.js";
14
+ import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
+ import { Behaviour } from "./Component.js";
17
+ import { Rigidbody } from "./RigidBody.js";
18
+ /**
19
+ * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
+ * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
+ * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
+ * @category Physics
23
+ * @group Components
24
+ */
25
+ export class Collider extends Behaviour {
26
+ /**
27
+ * Identifies this component as a collider.
28
+ * @internal
29
+ */
30
+ get isCollider() {
31
+ return true;
32
+ }
33
+ /**
34
+ * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
+ */
36
+ attachedRigidbody = null;
37
+ /**
38
+ * When `true` the collider will not be used for collision detection but will still trigger events.
39
+ * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
+ */
41
+ isTrigger = false;
42
+ /**
43
+ * The physics material that defines physical properties of the collider such as friction and bounciness.
44
+ */
45
+ sharedMaterial;
46
+ /**
47
+ * The layers that this collider belongs to. Used for filtering collision detection.
48
+ * @default [0]
49
+ */
50
+ membership = [0];
51
+ /**
52
+ * The layers that this collider will interact with. Used for filtering collision detection.
53
+ */
54
+ filter;
55
+ /** @internal */
56
+ awake() {
57
+ super.awake();
58
+ if (!this.attachedRigidbody)
59
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
+ }
61
+ /** @internal */
62
+ start() {
63
+ if (!this.attachedRigidbody)
64
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
+ }
66
+ /** @internal */
67
+ onEnable() {
68
+ // a rigidbody is not assigned if we export an asset
69
+ if (!this.attachedRigidbody)
70
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
+ }
72
+ /** @internal */
73
+ onDisable() {
74
+ this.context.physics.engine?.removeBody(this);
75
+ }
76
+ /**
77
+ * Returns the underlying physics body from the physics engine.
78
+ * Only available if the component is enabled and active in the scene.
79
+ */
80
+ get body() {
81
+ return this.context.physics.engine?.getBody(this);
82
+ }
83
+ /**
84
+ * Updates the collider's properties in the physics engine.
85
+ * Use this when you've changed collider properties and need to sync with the physics engine.
86
+ */
87
+ updateProperties = () => {
88
+ this.context.physics.engine?.updateProperties(this);
89
+ };
90
+ /**
91
+ * Updates the physics material in the physics engine.
92
+ * Call this after changing the sharedMaterial property.
93
+ */
94
+ updatePhysicsMaterial() {
95
+ this.context.physics.engine?.updatePhysicsMaterial(this);
96
+ }
97
+ }
98
+ __decorate([
99
+ serializable(Rigidbody)
100
+ ], Collider.prototype, "attachedRigidbody", void 0);
101
+ __decorate([
102
+ serializable()
103
+ ], Collider.prototype, "isTrigger", void 0);
104
+ __decorate([
105
+ serializable()
106
+ ], Collider.prototype, "sharedMaterial", void 0);
107
+ __decorate([
108
+ serializable()
109
+ ], Collider.prototype, "membership", void 0);
110
+ __decorate([
111
+ serializable()
112
+ ], Collider.prototype, "filter", void 0);
113
+ /**
114
+ * SphereCollider represents a sphere-shaped collision volume.
115
+ * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
+ * @category Physics
117
+ * @group Components
118
+ */
119
+ export class SphereCollider extends Collider {
120
+ /**
121
+ * The radius of the sphere collider.
122
+ */
123
+ radius = .5;
124
+ /**
125
+ * The center position of the sphere collider relative to the transform's position.
126
+ */
127
+ center = new Vector3(0, 0, 0);
128
+ /**
129
+ * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
+ */
131
+ onEnable() {
132
+ super.onEnable();
133
+ this.context.physics.engine?.addSphereCollider(this);
134
+ watchWrite(this.gameObject.scale, this.updateProperties);
135
+ }
136
+ /**
137
+ * Removes scale change monitoring when the collider is disabled.
138
+ */
139
+ onDisable() {
140
+ super.onDisable();
141
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
142
+ }
143
+ /**
144
+ * Updates collider properties when validated in the editor or inspector.
145
+ */
146
+ onValidate() {
147
+ this.updateProperties();
148
+ }
149
+ }
150
+ __decorate([
151
+ validate(),
152
+ serializable()
153
+ ], SphereCollider.prototype, "radius", void 0);
154
+ __decorate([
155
+ serializable(Vector3)
156
+ ], SphereCollider.prototype, "center", void 0);
157
+ /**
158
+ * BoxCollider represents a box-shaped collision volume.
159
+ * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
+ * @category Physics
161
+ * @group Components
162
+ */
163
+ export class BoxCollider extends Collider {
164
+ /**
165
+ * Creates and adds a BoxCollider to the given object.
166
+ * @param obj The object to add the collider to
167
+ * @param opts Configuration options for the collider and optional rigidbody
168
+ * @returns The newly created BoxCollider
169
+ */
170
+ static add(obj, opts) {
171
+ const collider = addComponent(obj, BoxCollider);
172
+ collider.autoFit();
173
+ if (opts?.rigidbody === true) {
174
+ addComponent(obj, Rigidbody, { isKinematic: false });
175
+ }
176
+ return collider;
177
+ }
178
+ /**
179
+ * The size of the box collider along each axis.
180
+ */
181
+ size = new Vector3(1, 1, 1);
182
+ /**
183
+ * The center position of the box collider relative to the transform's position.
184
+ */
185
+ center = new Vector3(0, 0, 0);
186
+ /**
187
+ * Registers the box collider with the physics engine and sets up scale change monitoring.
188
+ * @internal
189
+ */
190
+ onEnable() {
191
+ super.onEnable();
192
+ this.context.physics.engine?.addBoxCollider(this, this.size);
193
+ watchWrite(this.gameObject.scale, this.updateProperties);
194
+ }
195
+ /**
196
+ * Removes scale change monitoring when the collider is disabled.
197
+ * @internal
198
+ */
199
+ onDisable() {
200
+ super.onDisable();
201
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
202
+ }
203
+ /**
204
+ * Updates collider properties when validated in the editor or inspector.
205
+ * @internal
206
+ */
207
+ onValidate() {
208
+ this.updateProperties();
209
+ }
210
+ /**
211
+ * Automatically fits the collider to the geometry of the object.
212
+ * Sets the size and center based on the object's bounding box.
213
+ * @param opts Options object with a debug flag to visualize the bounding box
214
+ */
215
+ autoFit(opts) {
216
+ const obj = this.gameObject;
217
+ // we need to transform the object into identity
218
+ // because the physics collider will correctly apple the object's transform again
219
+ // if we don't do it here we will have the transform applied twice
220
+ const originalPosition = obj.position.clone();
221
+ const originalQuaternion = obj.quaternion.clone();
222
+ const originalScale = obj.scale.clone();
223
+ const originalParent = obj.parent;
224
+ obj.position.set(0, 0, 0);
225
+ obj.quaternion.set(0, 0, 0, 1);
226
+ obj.scale.set(1, 1, 1);
227
+ obj.parent = null;
228
+ obj.updateMatrix();
229
+ const bb = getBoundingBox([obj]);
230
+ obj.position.copy(originalPosition);
231
+ obj.quaternion.copy(originalQuaternion);
232
+ obj.scale.copy(originalScale);
233
+ obj.parent = originalParent;
234
+ if (opts?.debug === true)
235
+ Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
+ // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
+ // const bb = obj.geometry.boundingBox!;
238
+ this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
+ this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
+ if (this.size.length() <= 0) {
241
+ this.size.set(0.01, 0.01, 0.01);
242
+ }
243
+ }
244
+ }
245
+ __decorate([
246
+ validate(),
247
+ serializable(Vector3)
248
+ ], BoxCollider.prototype, "size", void 0);
249
+ __decorate([
250
+ serializable(Vector3)
251
+ ], BoxCollider.prototype, "center", void 0);
252
+ /**
253
+ * MeshCollider creates a collision shape from a mesh geometry.
254
+ * Allows for complex collision shapes that match the exact geometry of an object.
255
+ * @category Physics
256
+ * @group Components
257
+ */
258
+ export class MeshCollider extends Collider {
259
+ /**
260
+ * The mesh that is used to create the collision shape.
261
+ * If not set, the collider will try to use the mesh of the object it's attached to.
262
+ */
263
+ sharedMesh;
264
+ /**
265
+ * When `true` the collider is treated as a solid object without holes.
266
+ * Set to `false` if you want this mesh collider to be able to contain other objects.
267
+ */
268
+ convex = false;
269
+ /**
270
+ * Creates and registers the mesh collider with the physics engine.
271
+ * Handles both individual meshes and mesh groups.
272
+ */
273
+ onEnable() {
274
+ super.onEnable();
275
+ if (!this.context.physics.engine)
276
+ return;
277
+ if (!this.sharedMesh?.isMesh) {
278
+ // HACK using the renderer mesh
279
+ if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
+ // We're passing a group in here as well, the code below handles that correctly
281
+ this.sharedMesh = this.gameObject;
282
+ }
283
+ }
284
+ const LOD = 0;
285
+ if (this.sharedMesh?.isMesh) {
286
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
+ NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
+ if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
+ this.context.physics.engine.removeBody(this);
290
+ this.sharedMesh.geometry = res;
291
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
+ }
293
+ });
294
+ }
295
+ else {
296
+ const group = this.sharedMesh;
297
+ if (group?.isGroup) {
298
+ console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
+ const promises = new Array();
300
+ for (const ch in group.children) {
301
+ const child = group.children[ch];
302
+ if (child.isMesh) {
303
+ this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
+ promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
+ }
306
+ }
307
+ Promise.all(promises).then(res => {
308
+ if (res.some(r => r) == false)
309
+ return;
310
+ this.context.physics.engine?.removeBody(this);
311
+ const mesh = new Mesh();
312
+ for (const r of res) {
313
+ if (r && this.activeAndEnabled) {
314
+ mesh.geometry = r;
315
+ this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
+ }
317
+ }
318
+ });
319
+ }
320
+ else {
321
+ if (isDevEnvironment() || getParam("showcolliders")) {
322
+ console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
+ }
324
+ }
325
+ }
326
+ }
327
+ }
328
+ __decorate([
329
+ serializable(Mesh)
330
+ ], MeshCollider.prototype, "sharedMesh", void 0);
331
+ __decorate([
332
+ serializable()
333
+ ], MeshCollider.prototype, "convex", void 0);
334
+ /**
335
+ * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
+ * Ideal for character controllers and objects that need a rounded collision shape.
337
+ * @category Physics
338
+ * @group Components
339
+ */
340
+ export class CapsuleCollider extends Collider {
341
+ /**
342
+ * The center position of the capsule collider relative to the transform's position.
343
+ */
344
+ center = new Vector3(0, 0, 0);
345
+ /**
346
+ * The radius of the capsule's cylindrical body and hemispherical ends.
347
+ */
348
+ radius = .5;
349
+ /**
350
+ * The total height of the capsule including both hemispherical ends.
351
+ */
352
+ height = 2;
353
+ /**
354
+ * Registers the capsule collider with the physics engine.
355
+ */
356
+ onEnable() {
357
+ super.onEnable();
358
+ this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
+ }
360
+ }
361
+ __decorate([
362
+ serializable(Vector3)
363
+ ], CapsuleCollider.prototype, "center", void 0);
364
+ __decorate([
365
+ serializable()
366
+ ], CapsuleCollider.prototype, "radius", void 0);
367
+ __decorate([
368
+ serializable()
369
+ ], CapsuleCollider.prototype, "height", void 0);
370
370
  //# sourceMappingURL=Collider.js.map