@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
@@ -1,646 +1,646 @@
1
- import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
- import { ArrayCamera, Box3, Layers, Line, Matrix3, Matrix4, Plane, Raycaster, Sphere, Vector2 } from 'three';
3
- import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
- import { isDevEnvironment } from './debug/index.js';
5
- import { Gizmos } from './engine_gizmos.js';
6
- import { getTempVector, getWorldPosition } from "./engine_three_utils.js";
7
- import { getParam } from "./engine_utils.js";
8
- const debugPhysics = getParam("debugphysics");
9
- const layerMaskHelper = new Layers();
10
- export class RaycastOptions {
11
- static AllLayers = 0xFFFFFFFF;
12
- ray;
13
- cam;
14
- screenPoint;
15
- raycaster;
16
- results;
17
- targets;
18
- recursive = true;
19
- minDistance;
20
- maxDistance;
21
- lineThreshold;
22
- layerMask;
23
- ignore;
24
- testObject;
25
- useAcceleratedRaycast;
26
- screenPointFromOffset(ox, oy) {
27
- if (this.screenPoint === undefined)
28
- this.screenPoint = new Vector2();
29
- this.screenPoint.x = ox / window.innerWidth * 2 - 1;
30
- this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
31
- }
32
- /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
33
- setLayer(layer) {
34
- layerMaskHelper.set(layer);
35
- this.layerMask = layerMaskHelper;
36
- }
37
- /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
38
- setMask(mask) {
39
- if (!this.layerMask)
40
- this.layerMask = new Layers();
41
- const lm = this.layerMask;
42
- if (lm)
43
- lm.mask = mask;
44
- else
45
- this.layerMask = mask;
46
- }
47
- }
48
- export class SphereIntersection {
49
- distance;
50
- point;
51
- object;
52
- constructor(object, distance, point) {
53
- this.object = object;
54
- this.distance = distance;
55
- this.point = point;
56
- }
57
- }
58
- export class Physics {
59
- static _raycasting = 0;
60
- /**
61
- * Returns true if raycasting is currently happening
62
- */
63
- static get raycasting() {
64
- return this._raycasting > 0;
65
- }
66
- /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
67
- raycastPhysicsFast(origin, direction = undefined, maxDistance = Infinity, solid = true) {
68
- return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
69
- }
70
- /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
71
- raycastPhysicsFastAndGetNormal(origin, direction = undefined, maxDistance = Infinity, solid = true) {
72
- return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
73
- }
74
- /**@deprecated use this.context.physics.engine.sphereOverlap */
75
- sphereOverlapPhysics(point, radius) {
76
- return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
77
- }
78
- context;
79
- engine;
80
- constructor(context) {
81
- this.context = context;
82
- }
83
- // raycasting
84
- raycaster = new Raycaster();
85
- defaultRaycastOptions = new RaycastOptions();
86
- targetBuffer = new Array(1);
87
- defaultThresholds = {
88
- Mesh: {},
89
- Line: { threshold: -1 },
90
- LOD: {},
91
- Points: { threshold: 0 },
92
- Sprite: {}
93
- };
94
- sphereResults = new Array();
95
- sphereMask = new Layers();
96
- sphere = new Sphere();
97
- /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
98
- * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
99
- * @param spherePos the center of the sphere in world space
100
- * @param radius the radius of the sphere
101
- * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
102
- * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
103
- * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
104
- */
105
- sphereOverlap(spherePos, radius, traverseChildsAfterHit = true, bvh = false, shouldRaycast = null) {
106
- this.sphereResults.length = 0;
107
- if (!this.context.scene)
108
- return this.sphereResults;
109
- const mask = this.sphereMask;
110
- mask.enableAll();
111
- mask.disable(2);
112
- for (const ch of this.context.scene.children) {
113
- this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
114
- }
115
- return this.sphereResults.sort((a, b) => a.distance - b.distance);
116
- }
117
- raycastFromRay(ray, options = null) {
118
- const opts = options ?? this.defaultRaycastOptions;
119
- opts.ray = ray;
120
- const res = this.raycast(opts);
121
- // reset the default options ray
122
- if (opts === this.defaultRaycastOptions)
123
- opts.ray = undefined;
124
- return res;
125
- }
126
- /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
127
- * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
128
- * Raycasting SkinnedMeshes is specially expensive.
129
- * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
130
- * @param options raycast options. If null, default options will be used.
131
- */
132
- raycast(options = null) {
133
- if (debugPhysics) {
134
- performance.mark('raycast.start');
135
- }
136
- if (!options)
137
- options = this.defaultRaycastOptions;
138
- const mp = options.screenPoint ?? this.context.input.mousePositionRC;
139
- const rc = options.raycaster ?? this.raycaster;
140
- rc.near = options.minDistance ?? 0;
141
- rc.far = options.maxDistance ?? Infinity;
142
- rc.params = this.defaultThresholds;
143
- if (options.lineThreshold === undefined)
144
- options.lineThreshold = -1;
145
- rc.params.Line = { threshold: options.lineThreshold };
146
- if (options.ray) {
147
- rc.ray.copy(options.ray);
148
- }
149
- else {
150
- const cam = options.cam ?? this.context.mainCamera;
151
- if (!cam) {
152
- if (debugPhysics)
153
- console.error("Can not perform raycast - no main camera found");
154
- if (this.defaultRaycastOptions.results)
155
- this.defaultRaycastOptions.results.length = 0;
156
- return this.defaultRaycastOptions.results ?? [];
157
- }
158
- const xrCam = this.context.xrCamera;
159
- if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
160
- rc.setFromCamera(mp, xrCam.cameras[0]);
161
- }
162
- else {
163
- rc.setFromCamera(mp, cam);
164
- }
165
- }
166
- let targets = options.targets;
167
- if (!targets) {
168
- targets = this.targetBuffer;
169
- targets.length = 1;
170
- targets[0] = this.context.scene;
171
- }
172
- let results = options.results;
173
- if (this.defaultRaycastOptions.results)
174
- this.defaultRaycastOptions.results.length = 0;
175
- if (!results) {
176
- if (!this.defaultRaycastOptions.results)
177
- this.defaultRaycastOptions.results = new Array();
178
- results = this.defaultRaycastOptions.results;
179
- }
180
- // layermask
181
- // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
182
- if (options.layerMask !== undefined) {
183
- if (options.layerMask instanceof Layers)
184
- rc.layers.mask = options.layerMask.mask;
185
- else
186
- rc.layers.mask = options.layerMask;
187
- }
188
- else {
189
- rc.layers.enableAll();
190
- rc.layers.disable(2);
191
- }
192
- if (debugPhysics) {
193
- // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
194
- console.time("raycast");
195
- }
196
- // shoot
197
- results.length = 0;
198
- Physics._raycasting++;
199
- this.intersect(this.raycaster, targets, results, options);
200
- results.sort((a, b) => a.distance - b.distance);
201
- // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
202
- const ignorelist = options.ignore;
203
- if (ignorelist !== undefined && ignorelist.length > 0) {
204
- results = results.filter(r => !ignorelist.includes(r.object));
205
- }
206
- Physics._raycasting--;
207
- if (debugPhysics) {
208
- console.timeEnd("raycast");
209
- console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
210
- performance.mark('raycast.end');
211
- performance.measure('raycast', 'raycast.start', 'raycast.end');
212
- }
213
- return results;
214
- }
215
- intersect(raycaster, objects, results, options) {
216
- for (const obj of objects) {
217
- // handle case where null or undefined object is in the scene
218
- if (!obj)
219
- continue;
220
- // dont raycast invisible objects
221
- if (obj.visible === false)
222
- continue;
223
- if (Gizmos.isGizmo(obj))
224
- continue;
225
- // dont raycast object if it's a line and the line threshold is < 0
226
- if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
227
- if (obj instanceof Line) {
228
- continue;
229
- }
230
- }
231
- let shouldIntersectObject = true;
232
- const mesh = obj;
233
- const geo = mesh.geometry;
234
- // We need to run this first because of "EventSystem.testObject" implementation
235
- if (options.testObject) {
236
- const testResult = options.testObject?.(obj);
237
- if (testResult === false) {
238
- continue;
239
- }
240
- else if (testResult === "continue in children") {
241
- shouldIntersectObject = false;
242
- }
243
- }
244
- if (shouldIntersectObject) {
245
- if (!geo) {
246
- shouldIntersectObject = false;
247
- }
248
- // check if the geometry is valid
249
- else if (!canRaycastGeometry(geo)) {
250
- shouldIntersectObject = false;
251
- }
252
- }
253
- if (shouldIntersectObject) {
254
- const raycastMesh = getRaycastMesh(obj);
255
- if (raycastMesh)
256
- mesh.geometry = raycastMesh;
257
- const lastResultsCount = results.length;
258
- let usePrecise = true;
259
- if (options.precise === false)
260
- usePrecise = false;
261
- usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
262
- if (mesh instanceof GroundedSkybox) {
263
- usePrecise = false;
264
- }
265
- if (!usePrecise && customRaycast(mesh, raycaster, results)) {
266
- // did handle raycast
267
- }
268
- else if (options.useAcceleratedRaycast !== false) {
269
- NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context);
270
- }
271
- else {
272
- raycaster.intersectObject(mesh, false, results);
273
- }
274
- if (debugPhysics && results.length != lastResultsCount) {
275
- const latestResult = results[results.length - 1];
276
- const col = raycastMesh ? 0x88dd55 : 0x770000;
277
- Gizmos.DrawWireSphere(latestResult.point, .1, col, 1, false);
278
- Gizmos.DrawWireMesh({ mesh: obj, depthTest: false, duration: .2, color: col });
279
- }
280
- mesh.geometry = geo;
281
- }
282
- if (options.recursive !== false) {
283
- this.intersect(raycaster, obj.children, results, options);
284
- }
285
- }
286
- return results;
287
- }
288
- tempBoundingBox = new Box3();
289
- intersectSphere(obj, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast) {
290
- let shouldIntersectObject = obj && obj.isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
291
- shouldIntersectObject &&= obj.visible;
292
- shouldIntersectObject &&= !(obj instanceof Line);
293
- shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
294
- const mesh = obj;
295
- const geo = mesh.geometry;
296
- if (shouldIntersectObject && shouldRaycast) {
297
- const testResult = shouldRaycast(obj);
298
- if (testResult === false) {
299
- return;
300
- }
301
- else if (testResult === "continue in children") {
302
- shouldIntersectObject = false;
303
- }
304
- }
305
- // check if geometry exists
306
- if (!geo) {
307
- shouldIntersectObject = false;
308
- }
309
- // check if the geometry is valid
310
- else if (!canRaycastGeometry(geo)) {
311
- shouldIntersectObject = false;
312
- }
313
- if (shouldIntersectObject) {
314
- if (useBvh) {
315
- const sphere = this.sphere;
316
- sphere.center.copy(spherePos);
317
- sphere.radius = radius;
318
- const previousResults = results.length;
319
- NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context);
320
- if (previousResults != results.length && !traverseChildsAfterHit) {
321
- return;
322
- }
323
- }
324
- // Classic sphere intersection test
325
- else {
326
- if (!geo.boundingBox)
327
- geo.computeBoundingBox();
328
- if (geo.boundingBox) {
329
- if (mesh.matrixWorldNeedsUpdate)
330
- mesh.updateWorldMatrix(false, false);
331
- const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
332
- const sphere = this.sphere;
333
- sphere.center.copy(spherePos);
334
- sphere.radius = radius;
335
- if (sphere.intersectsBox(test)) {
336
- const wp = getWorldPosition(obj);
337
- const dist = wp.distanceTo(sphere.center);
338
- const int = new SphereIntersection(obj, dist, wp);
339
- results.push(int);
340
- if (!traverseChildsAfterHit)
341
- return;
342
- }
343
- }
344
- }
345
- }
346
- if (obj.children) {
347
- for (const ch of obj.children) {
348
- const len = results.length;
349
- this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
350
- if (len != results.length && !traverseChildsAfterHit)
351
- return;
352
- }
353
- }
354
- }
355
- }
356
- /**
357
- * See https://linear.app/needle/issue/NE-5524
358
- * @returns true if the geometry can be raycasted
359
- */
360
- function canRaycastGeometry(geo) {
361
- // if the geometry has an index buffer but no indices, we can't raycast
362
- if (geo.index && geo.index.array.length < 3)
363
- return false;
364
- // we might want to test if the geometry has a position buffer
365
- return true;
366
- }
367
- const tempSphere = new Sphere();
368
- const tempPlane = new Plane();
369
- const normalUpMatrix = new Matrix3();
370
- /**
371
- * @returns false if custom raycasting can not run, otherwise true
372
- */
373
- function customRaycast(mesh, raycaster, results) {
374
- const originalComputeIntersectionsFn = mesh["_computeIntersections"];
375
- if (!originalComputeIntersectionsFn) {
376
- return false;
377
- }
378
- // compute custom intersection, check if a custom method already exists
379
- let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
380
- if (!computeCustomIntersectionFn) {
381
- // create and bind a custom method once to the mesh object
382
- // TODO: maybe we want to add this to the prototype instead
383
- computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster, intersects, _rayLocalSpace) {
384
- const self = this;
385
- const boundingSphere = self.geometry.boundingSphere;
386
- if (boundingSphere) {
387
- if (self instanceof GroundedSkybox) {
388
- tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
389
- tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
390
- const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
391
- if (point) {
392
- tempSphere.copy(boundingSphere);
393
- tempSphere.applyMatrix4(self.matrixWorld);
394
- const dir = getTempVector(point).sub(raycaster.ray.origin);
395
- const distance = dir.length();
396
- const groundProjectionFloorRadius = tempSphere.radius * .5;
397
- if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
398
- intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
399
- }
400
- return;
401
- }
402
- tempSphere.copy(boundingSphere);
403
- tempSphere.applyMatrix4(self.matrixWorld);
404
- const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
405
- if (point) {
406
- const dir = getTempVector(point).sub(raycaster.ray.origin);
407
- const distance = dir.length();
408
- // Ignore hits when we're inside the sphere
409
- if (distance > tempSphere.radius) {
410
- const normal = dir.clone().normalize();
411
- intersects.push({ distance: distance, point, object: self, normal });
412
- }
413
- }
414
- }
415
- };
416
- }
417
- mesh["_computeIntersections"] = computeCustomIntersectionFn;
418
- raycaster.intersectObject(mesh, false, results);
419
- mesh["_computeIntersections"] = originalComputeIntersectionsFn;
420
- return true;
421
- }
422
- var NEMeshBVH;
423
- (function (NEMeshBVH) {
424
- function runMeshBVHRaycast(method, mesh, results, context) {
425
- if (!mesh.geometry) {
426
- return false;
427
- }
428
- // Completely prevent raycasting on object that has no position
429
- if (!mesh.geometry.hasAttribute('position')) {
430
- return false;
431
- }
432
- // The code below handles generating the mesh bvh structure that is used for raycasting
433
- // We first try to setup workers so it can run off the main thread
434
- const geom = mesh.geometry;
435
- if (mesh?.isSkinnedMesh) {
436
- const skinnedMesh = mesh;
437
- const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
438
- if (!skinnedMesh.staticGenerator) {
439
- loadMeshBVHLibrary();
440
- if (_StaticGeometryGenerator) {
441
- skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
442
- skinnedMesh.staticGenerator.applyWorldTransforms = false;
443
- skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
444
- geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
445
- skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
446
- if (skinnedMesh.autoUpdateMeshBVH === undefined)
447
- skinnedMesh.autoUpdateMeshBVH = false;
448
- }
449
- }
450
- else if (geom.boundsTree && (skinnedMesh.autoUpdateMeshBVH === true || skinnedMeshBVHNeedsUpdate === true)) {
451
- // automatically refit the tree every 300ms
452
- const now = performance.now();
453
- const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate;
454
- if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > 100) {
455
- skinnedMesh.bvhNeedsUpdate = false;
456
- skinnedMesh.staticGeometryLastUpdate = now;
457
- skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
458
- geom.boundsTree.refit();
459
- }
460
- }
461
- }
462
- else if (!geom.boundsTree) {
463
- // Try to generate the bvh on a worker
464
- if (!didSetupWorker)
465
- internalSetupWorker();
466
- let canUseWorker = true;
467
- if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
468
- canUseWorker = false;
469
- }
470
- else if (geom[canUseWorkerSymbol] === false) {
471
- canUseWorker = false;
472
- }
473
- else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
474
- || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
475
- canUseWorker = false;
476
- }
477
- // if we have a worker use that
478
- if (canUseWorker && _GenerateMeshBVHWorker) {
479
- if (geom[workerTaskSymbol] === undefined) {
480
- // get available worker
481
- let workerInstance = null;
482
- // if there are workers available, use one
483
- if (availableWorkers.length > 0) {
484
- const available = availableWorkers.shift();
485
- if (available && !available.running) {
486
- workerInstance = available;
487
- }
488
- }
489
- // if there are no workers available, create a new one
490
- if (!workerInstance && workerInstances.length < 3) {
491
- workerInstance = new _GenerateMeshBVHWorker();
492
- workerInstances.push(workerInstance);
493
- }
494
- if (workerInstance != null && !workerInstance.running) {
495
- const name = mesh.name;
496
- if (debugPhysics)
497
- console.log("<<<< worker start", name, workerInstance);
498
- geom[workerTaskSymbol] = "queued";
499
- performance.mark("bvh.create.start");
500
- // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
501
- // see https://linear.app/needle/issue/NE-5602
502
- // Additionally normal raycasts stop working if we don't clone the geometry
503
- const copy = geom.clone();
504
- try {
505
- workerInstance.generate(copy)
506
- .then(bvh => {
507
- geom[workerTaskSymbol] = "done";
508
- geom.boundsTree = bvh;
509
- })
510
- .catch(err => {
511
- geom[workerTaskSymbol] = "failed - " + err?.message;
512
- geom[canUseWorkerSymbol] = false;
513
- if (debugPhysics)
514
- console.error("Failed to generate mesh bvh on worker", err);
515
- })
516
- .finally(() => {
517
- if (debugPhysics)
518
- console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
519
- availableWorkers.push(workerInstance);
520
- copy.dispose();
521
- performance.mark("bvh.create.end");
522
- performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
523
- });
524
- }
525
- catch (err) {
526
- console.error("Failed to generate mesh bvh on worker", err);
527
- }
528
- }
529
- else {
530
- // we don't want to generate the BVH on the main thread unless workers are not supported
531
- // If all workers are currently running we need to run a "slow" raycast
532
- if (debugPhysics)
533
- console.warn("No worker available");
534
- }
535
- }
536
- }
537
- // Fallback to sync bvh generation if workers are not available
538
- else if (!isRequestingWorker || !canUseWorker) {
539
- loadMeshBVHLibrary();
540
- if (_MeshBVH) {
541
- performance.mark("bvh.create.start");
542
- geom.boundsTree = new _MeshBVH(geom);
543
- performance.mark("bvh.create.end");
544
- performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
545
- }
546
- }
547
- }
548
- if (method instanceof Raycaster) {
549
- const raycaster = method;
550
- // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
551
- // We do need to set the accelerated raycast method (bind it once)
552
- // We could also override it on the prototype - not sure if it's more performant but then it would always run
553
- const raycastMesh = mesh.raycast;
554
- if (geom.boundsTree) {
555
- loadMeshBVHLibrary();
556
- if (_acceleratedRaycast) {
557
- // bind the raycast to the mesh
558
- if (!mesh.acceleratedRaycast) {
559
- mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh);
560
- if (debugPhysics)
561
- console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
562
- }
563
- mesh.raycast = mesh.acceleratedRaycast;
564
- }
565
- }
566
- else {
567
- if (debugPhysics)
568
- console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
569
- }
570
- const prevFirstHitOnly = raycaster.firstHitOnly;
571
- raycaster.firstHitOnly = false;
572
- raycaster.intersectObject(mesh, false, results);
573
- raycaster.firstHitOnly = prevFirstHitOnly;
574
- mesh.raycast = raycastMesh;
575
- return true;
576
- }
577
- else if (method instanceof Sphere) {
578
- const bvh = geom.boundsTree;
579
- if (bvh) {
580
- const sphere = method;
581
- // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
582
- invMat.copy(mesh.matrixWorld).invert();
583
- sphere.applyMatrix4(invMat);
584
- const intersects = bvh.intersectsSphere(sphere);
585
- if (intersects) {
586
- // console.log(intersects, mesh.name);
587
- const worldpos = getWorldPosition(mesh);
588
- const distance = worldpos.distanceTo(sphere.center);
589
- const intersection = new SphereIntersection(mesh, distance, worldpos);
590
- results.push(intersection);
591
- }
592
- }
593
- return true;
594
- }
595
- return false;
596
- }
597
- NEMeshBVH.runMeshBVHRaycast = runMeshBVHRaycast;
598
- let didLoadMeshBVHLibrary = false;
599
- let _acceleratedRaycast = null;
600
- let _MeshBVH = null;
601
- let _StaticGeometryGenerator = null;
602
- let _computeBoundsTree = null;
603
- function loadMeshBVHLibrary() {
604
- if (didLoadMeshBVHLibrary)
605
- return;
606
- didLoadMeshBVHLibrary = true;
607
- import("three-mesh-bvh").then(res => {
608
- _acceleratedRaycast = res.acceleratedRaycast;
609
- _MeshBVH = res.MeshBVH;
610
- _StaticGeometryGenerator = res.StaticGeometryGenerator;
611
- _computeBoundsTree = res.computeBoundsTree;
612
- }).catch(_err => {
613
- if (debugPhysics || isDevEnvironment()) {
614
- console.error("Failed to load BVH library...", _err.message);
615
- }
616
- });
617
- }
618
- const invMat = new Matrix4();
619
- /** True after the worker has been requested for the first time */
620
- let didSetupWorker = false;
621
- /** True while the worker is being requested */
622
- let isRequestingWorker = false;
623
- let _GenerateMeshBVHWorker = null;
624
- const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
625
- const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
626
- const workerInstances = [];
627
- const availableWorkers = [];
628
- function internalSetupWorker() {
629
- didSetupWorker = true;
630
- isRequestingWorker = true;
631
- // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
632
- import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
633
- .then(res => {
634
- _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
635
- })
636
- .catch(_err => {
637
- if (debugPhysics || isDevEnvironment()) {
638
- console.warn("Failed to setup mesh bvh worker");
639
- }
640
- })
641
- .finally(() => {
642
- isRequestingWorker = false;
643
- });
644
- }
645
- })(NEMeshBVH || (NEMeshBVH = {}));
1
+ import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
+ import { ArrayCamera, Box3, Layers, Line, Matrix3, Matrix4, Plane, Raycaster, Sphere, Vector2 } from 'three';
3
+ import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
+ import { isDevEnvironment } from './debug/index.js';
5
+ import { Gizmos } from './engine_gizmos.js';
6
+ import { getTempVector, getWorldPosition } from "./engine_three_utils.js";
7
+ import { getParam } from "./engine_utils.js";
8
+ const debugPhysics = getParam("debugphysics");
9
+ const layerMaskHelper = new Layers();
10
+ export class RaycastOptions {
11
+ static AllLayers = 0xFFFFFFFF;
12
+ ray;
13
+ cam;
14
+ screenPoint;
15
+ raycaster;
16
+ results;
17
+ targets;
18
+ recursive = true;
19
+ minDistance;
20
+ maxDistance;
21
+ lineThreshold;
22
+ layerMask;
23
+ ignore;
24
+ testObject;
25
+ useAcceleratedRaycast;
26
+ screenPointFromOffset(ox, oy) {
27
+ if (this.screenPoint === undefined)
28
+ this.screenPoint = new Vector2();
29
+ this.screenPoint.x = ox / window.innerWidth * 2 - 1;
30
+ this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
31
+ }
32
+ /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
33
+ setLayer(layer) {
34
+ layerMaskHelper.set(layer);
35
+ this.layerMask = layerMaskHelper;
36
+ }
37
+ /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
38
+ setMask(mask) {
39
+ if (!this.layerMask)
40
+ this.layerMask = new Layers();
41
+ const lm = this.layerMask;
42
+ if (lm)
43
+ lm.mask = mask;
44
+ else
45
+ this.layerMask = mask;
46
+ }
47
+ }
48
+ export class SphereIntersection {
49
+ distance;
50
+ point;
51
+ object;
52
+ constructor(object, distance, point) {
53
+ this.object = object;
54
+ this.distance = distance;
55
+ this.point = point;
56
+ }
57
+ }
58
+ export class Physics {
59
+ static _raycasting = 0;
60
+ /**
61
+ * Returns true if raycasting is currently happening
62
+ */
63
+ static get raycasting() {
64
+ return this._raycasting > 0;
65
+ }
66
+ /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
67
+ raycastPhysicsFast(origin, direction = undefined, maxDistance = Infinity, solid = true) {
68
+ return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
69
+ }
70
+ /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
71
+ raycastPhysicsFastAndGetNormal(origin, direction = undefined, maxDistance = Infinity, solid = true) {
72
+ return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
73
+ }
74
+ /**@deprecated use this.context.physics.engine.sphereOverlap */
75
+ sphereOverlapPhysics(point, radius) {
76
+ return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
77
+ }
78
+ context;
79
+ engine;
80
+ constructor(context) {
81
+ this.context = context;
82
+ }
83
+ // raycasting
84
+ raycaster = new Raycaster();
85
+ defaultRaycastOptions = new RaycastOptions();
86
+ targetBuffer = new Array(1);
87
+ defaultThresholds = {
88
+ Mesh: {},
89
+ Line: { threshold: -1 },
90
+ LOD: {},
91
+ Points: { threshold: 0 },
92
+ Sprite: {}
93
+ };
94
+ sphereResults = new Array();
95
+ sphereMask = new Layers();
96
+ sphere = new Sphere();
97
+ /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
98
+ * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
99
+ * @param spherePos the center of the sphere in world space
100
+ * @param radius the radius of the sphere
101
+ * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
102
+ * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
103
+ * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
104
+ */
105
+ sphereOverlap(spherePos, radius, traverseChildsAfterHit = true, bvh = false, shouldRaycast = null) {
106
+ this.sphereResults.length = 0;
107
+ if (!this.context.scene)
108
+ return this.sphereResults;
109
+ const mask = this.sphereMask;
110
+ mask.enableAll();
111
+ mask.disable(2);
112
+ for (const ch of this.context.scene.children) {
113
+ this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
114
+ }
115
+ return this.sphereResults.sort((a, b) => a.distance - b.distance);
116
+ }
117
+ raycastFromRay(ray, options = null) {
118
+ const opts = options ?? this.defaultRaycastOptions;
119
+ opts.ray = ray;
120
+ const res = this.raycast(opts);
121
+ // reset the default options ray
122
+ if (opts === this.defaultRaycastOptions)
123
+ opts.ray = undefined;
124
+ return res;
125
+ }
126
+ /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
127
+ * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
128
+ * Raycasting SkinnedMeshes is specially expensive.
129
+ * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
130
+ * @param options raycast options. If null, default options will be used.
131
+ */
132
+ raycast(options = null) {
133
+ if (debugPhysics) {
134
+ performance.mark('raycast.start');
135
+ }
136
+ if (!options)
137
+ options = this.defaultRaycastOptions;
138
+ const mp = options.screenPoint ?? this.context.input.mousePositionRC;
139
+ const rc = options.raycaster ?? this.raycaster;
140
+ rc.near = options.minDistance ?? 0;
141
+ rc.far = options.maxDistance ?? Infinity;
142
+ rc.params = this.defaultThresholds;
143
+ if (options.lineThreshold === undefined)
144
+ options.lineThreshold = -1;
145
+ rc.params.Line = { threshold: options.lineThreshold };
146
+ if (options.ray) {
147
+ rc.ray.copy(options.ray);
148
+ }
149
+ else {
150
+ const cam = options.cam ?? this.context.mainCamera;
151
+ if (!cam) {
152
+ if (debugPhysics)
153
+ console.error("Can not perform raycast - no main camera found");
154
+ if (this.defaultRaycastOptions.results)
155
+ this.defaultRaycastOptions.results.length = 0;
156
+ return this.defaultRaycastOptions.results ?? [];
157
+ }
158
+ const xrCam = this.context.xrCamera;
159
+ if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
160
+ rc.setFromCamera(mp, xrCam.cameras[0]);
161
+ }
162
+ else {
163
+ rc.setFromCamera(mp, cam);
164
+ }
165
+ }
166
+ let targets = options.targets;
167
+ if (!targets) {
168
+ targets = this.targetBuffer;
169
+ targets.length = 1;
170
+ targets[0] = this.context.scene;
171
+ }
172
+ let results = options.results;
173
+ if (this.defaultRaycastOptions.results)
174
+ this.defaultRaycastOptions.results.length = 0;
175
+ if (!results) {
176
+ if (!this.defaultRaycastOptions.results)
177
+ this.defaultRaycastOptions.results = new Array();
178
+ results = this.defaultRaycastOptions.results;
179
+ }
180
+ // layermask
181
+ // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
182
+ if (options.layerMask !== undefined) {
183
+ if (options.layerMask instanceof Layers)
184
+ rc.layers.mask = options.layerMask.mask;
185
+ else
186
+ rc.layers.mask = options.layerMask;
187
+ }
188
+ else {
189
+ rc.layers.enableAll();
190
+ rc.layers.disable(2);
191
+ }
192
+ if (debugPhysics) {
193
+ // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
194
+ console.time("raycast");
195
+ }
196
+ // shoot
197
+ results.length = 0;
198
+ Physics._raycasting++;
199
+ this.intersect(this.raycaster, targets, results, options);
200
+ results.sort((a, b) => a.distance - b.distance);
201
+ // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
202
+ const ignorelist = options.ignore;
203
+ if (ignorelist !== undefined && ignorelist.length > 0) {
204
+ results = results.filter(r => !ignorelist.includes(r.object));
205
+ }
206
+ Physics._raycasting--;
207
+ if (debugPhysics) {
208
+ console.timeEnd("raycast");
209
+ console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
210
+ performance.mark('raycast.end');
211
+ performance.measure('raycast', 'raycast.start', 'raycast.end');
212
+ }
213
+ return results;
214
+ }
215
+ intersect(raycaster, objects, results, options) {
216
+ for (const obj of objects) {
217
+ // handle case where null or undefined object is in the scene
218
+ if (!obj)
219
+ continue;
220
+ // dont raycast invisible objects
221
+ if (obj.visible === false)
222
+ continue;
223
+ if (Gizmos.isGizmo(obj))
224
+ continue;
225
+ // dont raycast object if it's a line and the line threshold is < 0
226
+ if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
227
+ if (obj instanceof Line) {
228
+ continue;
229
+ }
230
+ }
231
+ let shouldIntersectObject = true;
232
+ const mesh = obj;
233
+ const geo = mesh.geometry;
234
+ // We need to run this first because of "EventSystem.testObject" implementation
235
+ if (options.testObject) {
236
+ const testResult = options.testObject?.(obj);
237
+ if (testResult === false) {
238
+ continue;
239
+ }
240
+ else if (testResult === "continue in children") {
241
+ shouldIntersectObject = false;
242
+ }
243
+ }
244
+ if (shouldIntersectObject) {
245
+ if (!geo) {
246
+ shouldIntersectObject = false;
247
+ }
248
+ // check if the geometry is valid
249
+ else if (!canRaycastGeometry(geo)) {
250
+ shouldIntersectObject = false;
251
+ }
252
+ }
253
+ if (shouldIntersectObject) {
254
+ const raycastMesh = getRaycastMesh(obj);
255
+ if (raycastMesh)
256
+ mesh.geometry = raycastMesh;
257
+ const lastResultsCount = results.length;
258
+ let usePrecise = true;
259
+ if (options.precise === false)
260
+ usePrecise = false;
261
+ usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
262
+ if (mesh instanceof GroundedSkybox) {
263
+ usePrecise = false;
264
+ }
265
+ if (!usePrecise && customRaycast(mesh, raycaster, results)) {
266
+ // did handle raycast
267
+ }
268
+ else if (options.useAcceleratedRaycast !== false) {
269
+ NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context);
270
+ }
271
+ else {
272
+ raycaster.intersectObject(mesh, false, results);
273
+ }
274
+ if (debugPhysics && results.length != lastResultsCount) {
275
+ const latestResult = results[results.length - 1];
276
+ const col = raycastMesh ? 0x88dd55 : 0x770000;
277
+ Gizmos.DrawWireSphere(latestResult.point, .1, col, 1, false);
278
+ Gizmos.DrawWireMesh({ mesh: obj, depthTest: false, duration: .2, color: col });
279
+ }
280
+ mesh.geometry = geo;
281
+ }
282
+ if (options.recursive !== false) {
283
+ this.intersect(raycaster, obj.children, results, options);
284
+ }
285
+ }
286
+ return results;
287
+ }
288
+ tempBoundingBox = new Box3();
289
+ intersectSphere(obj, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast) {
290
+ let shouldIntersectObject = obj && obj.isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
291
+ shouldIntersectObject &&= obj.visible;
292
+ shouldIntersectObject &&= !(obj instanceof Line);
293
+ shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
294
+ const mesh = obj;
295
+ const geo = mesh.geometry;
296
+ if (shouldIntersectObject && shouldRaycast) {
297
+ const testResult = shouldRaycast(obj);
298
+ if (testResult === false) {
299
+ return;
300
+ }
301
+ else if (testResult === "continue in children") {
302
+ shouldIntersectObject = false;
303
+ }
304
+ }
305
+ // check if geometry exists
306
+ if (!geo) {
307
+ shouldIntersectObject = false;
308
+ }
309
+ // check if the geometry is valid
310
+ else if (!canRaycastGeometry(geo)) {
311
+ shouldIntersectObject = false;
312
+ }
313
+ if (shouldIntersectObject) {
314
+ if (useBvh) {
315
+ const sphere = this.sphere;
316
+ sphere.center.copy(spherePos);
317
+ sphere.radius = radius;
318
+ const previousResults = results.length;
319
+ NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context);
320
+ if (previousResults != results.length && !traverseChildsAfterHit) {
321
+ return;
322
+ }
323
+ }
324
+ // Classic sphere intersection test
325
+ else {
326
+ if (!geo.boundingBox)
327
+ geo.computeBoundingBox();
328
+ if (geo.boundingBox) {
329
+ if (mesh.matrixWorldNeedsUpdate)
330
+ mesh.updateWorldMatrix(false, false);
331
+ const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
332
+ const sphere = this.sphere;
333
+ sphere.center.copy(spherePos);
334
+ sphere.radius = radius;
335
+ if (sphere.intersectsBox(test)) {
336
+ const wp = getWorldPosition(obj);
337
+ const dist = wp.distanceTo(sphere.center);
338
+ const int = new SphereIntersection(obj, dist, wp);
339
+ results.push(int);
340
+ if (!traverseChildsAfterHit)
341
+ return;
342
+ }
343
+ }
344
+ }
345
+ }
346
+ if (obj.children) {
347
+ for (const ch of obj.children) {
348
+ const len = results.length;
349
+ this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
350
+ if (len != results.length && !traverseChildsAfterHit)
351
+ return;
352
+ }
353
+ }
354
+ }
355
+ }
356
+ /**
357
+ * See https://linear.app/needle/issue/NE-5524
358
+ * @returns true if the geometry can be raycasted
359
+ */
360
+ function canRaycastGeometry(geo) {
361
+ // if the geometry has an index buffer but no indices, we can't raycast
362
+ if (geo.index && geo.index.array.length < 3)
363
+ return false;
364
+ // we might want to test if the geometry has a position buffer
365
+ return true;
366
+ }
367
+ const tempSphere = new Sphere();
368
+ const tempPlane = new Plane();
369
+ const normalUpMatrix = new Matrix3();
370
+ /**
371
+ * @returns false if custom raycasting can not run, otherwise true
372
+ */
373
+ function customRaycast(mesh, raycaster, results) {
374
+ const originalComputeIntersectionsFn = mesh["_computeIntersections"];
375
+ if (!originalComputeIntersectionsFn) {
376
+ return false;
377
+ }
378
+ // compute custom intersection, check if a custom method already exists
379
+ let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
380
+ if (!computeCustomIntersectionFn) {
381
+ // create and bind a custom method once to the mesh object
382
+ // TODO: maybe we want to add this to the prototype instead
383
+ computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster, intersects, _rayLocalSpace) {
384
+ const self = this;
385
+ const boundingSphere = self.geometry.boundingSphere;
386
+ if (boundingSphere) {
387
+ if (self instanceof GroundedSkybox) {
388
+ tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
389
+ tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
390
+ const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
391
+ if (point) {
392
+ tempSphere.copy(boundingSphere);
393
+ tempSphere.applyMatrix4(self.matrixWorld);
394
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
395
+ const distance = dir.length();
396
+ const groundProjectionFloorRadius = tempSphere.radius * .5;
397
+ if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
398
+ intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
399
+ }
400
+ return;
401
+ }
402
+ tempSphere.copy(boundingSphere);
403
+ tempSphere.applyMatrix4(self.matrixWorld);
404
+ const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
405
+ if (point) {
406
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
407
+ const distance = dir.length();
408
+ // Ignore hits when we're inside the sphere
409
+ if (distance > tempSphere.radius) {
410
+ const normal = dir.clone().normalize();
411
+ intersects.push({ distance: distance, point, object: self, normal });
412
+ }
413
+ }
414
+ }
415
+ };
416
+ }
417
+ mesh["_computeIntersections"] = computeCustomIntersectionFn;
418
+ raycaster.intersectObject(mesh, false, results);
419
+ mesh["_computeIntersections"] = originalComputeIntersectionsFn;
420
+ return true;
421
+ }
422
+ var NEMeshBVH;
423
+ (function (NEMeshBVH) {
424
+ function runMeshBVHRaycast(method, mesh, results, context) {
425
+ if (!mesh.geometry) {
426
+ return false;
427
+ }
428
+ // Completely prevent raycasting on object that has no position
429
+ if (!mesh.geometry.hasAttribute('position')) {
430
+ return false;
431
+ }
432
+ // The code below handles generating the mesh bvh structure that is used for raycasting
433
+ // We first try to setup workers so it can run off the main thread
434
+ const geom = mesh.geometry;
435
+ if (mesh?.isSkinnedMesh) {
436
+ const skinnedMesh = mesh;
437
+ const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
438
+ if (!skinnedMesh.staticGenerator) {
439
+ loadMeshBVHLibrary();
440
+ if (_StaticGeometryGenerator) {
441
+ skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
442
+ skinnedMesh.staticGenerator.applyWorldTransforms = false;
443
+ skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
444
+ geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
445
+ skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
446
+ if (skinnedMesh.autoUpdateMeshBVH === undefined)
447
+ skinnedMesh.autoUpdateMeshBVH = false;
448
+ }
449
+ }
450
+ else if (geom.boundsTree && (skinnedMesh.autoUpdateMeshBVH === true || skinnedMeshBVHNeedsUpdate === true)) {
451
+ // automatically refit the tree every 300ms
452
+ const now = performance.now();
453
+ const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate;
454
+ if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > 100) {
455
+ skinnedMesh.bvhNeedsUpdate = false;
456
+ skinnedMesh.staticGeometryLastUpdate = now;
457
+ skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
458
+ geom.boundsTree.refit();
459
+ }
460
+ }
461
+ }
462
+ else if (!geom.boundsTree) {
463
+ // Try to generate the bvh on a worker
464
+ if (!didSetupWorker)
465
+ internalSetupWorker();
466
+ let canUseWorker = true;
467
+ if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
468
+ canUseWorker = false;
469
+ }
470
+ else if (geom[canUseWorkerSymbol] === false) {
471
+ canUseWorker = false;
472
+ }
473
+ else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
474
+ || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
475
+ canUseWorker = false;
476
+ }
477
+ // if we have a worker use that
478
+ if (canUseWorker && _GenerateMeshBVHWorker) {
479
+ if (geom[workerTaskSymbol] === undefined) {
480
+ // get available worker
481
+ let workerInstance = null;
482
+ // if there are workers available, use one
483
+ if (availableWorkers.length > 0) {
484
+ const available = availableWorkers.shift();
485
+ if (available && !available.running) {
486
+ workerInstance = available;
487
+ }
488
+ }
489
+ // if there are no workers available, create a new one
490
+ if (!workerInstance && workerInstances.length < 3) {
491
+ workerInstance = new _GenerateMeshBVHWorker();
492
+ workerInstances.push(workerInstance);
493
+ }
494
+ if (workerInstance != null && !workerInstance.running) {
495
+ const name = mesh.name;
496
+ if (debugPhysics)
497
+ console.log("<<<< worker start", name, workerInstance);
498
+ geom[workerTaskSymbol] = "queued";
499
+ performance.mark("bvh.create.start");
500
+ // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
501
+ // see https://linear.app/needle/issue/NE-5602
502
+ // Additionally normal raycasts stop working if we don't clone the geometry
503
+ const copy = geom.clone();
504
+ try {
505
+ workerInstance.generate(copy)
506
+ .then(bvh => {
507
+ geom[workerTaskSymbol] = "done";
508
+ geom.boundsTree = bvh;
509
+ })
510
+ .catch(err => {
511
+ geom[workerTaskSymbol] = "failed - " + err?.message;
512
+ geom[canUseWorkerSymbol] = false;
513
+ if (debugPhysics)
514
+ console.error("Failed to generate mesh bvh on worker", err);
515
+ })
516
+ .finally(() => {
517
+ if (debugPhysics)
518
+ console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
519
+ availableWorkers.push(workerInstance);
520
+ copy.dispose();
521
+ performance.mark("bvh.create.end");
522
+ performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
523
+ });
524
+ }
525
+ catch (err) {
526
+ console.error("Failed to generate mesh bvh on worker", err);
527
+ }
528
+ }
529
+ else {
530
+ // we don't want to generate the BVH on the main thread unless workers are not supported
531
+ // If all workers are currently running we need to run a "slow" raycast
532
+ if (debugPhysics)
533
+ console.warn("No worker available");
534
+ }
535
+ }
536
+ }
537
+ // Fallback to sync bvh generation if workers are not available
538
+ else if (!isRequestingWorker || !canUseWorker) {
539
+ loadMeshBVHLibrary();
540
+ if (_MeshBVH) {
541
+ performance.mark("bvh.create.start");
542
+ geom.boundsTree = new _MeshBVH(geom);
543
+ performance.mark("bvh.create.end");
544
+ performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
545
+ }
546
+ }
547
+ }
548
+ if (method instanceof Raycaster) {
549
+ const raycaster = method;
550
+ // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
551
+ // We do need to set the accelerated raycast method (bind it once)
552
+ // We could also override it on the prototype - not sure if it's more performant but then it would always run
553
+ const raycastMesh = mesh.raycast;
554
+ if (geom.boundsTree) {
555
+ loadMeshBVHLibrary();
556
+ if (_acceleratedRaycast) {
557
+ // bind the raycast to the mesh
558
+ if (!mesh.acceleratedRaycast) {
559
+ mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh);
560
+ if (debugPhysics)
561
+ console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
562
+ }
563
+ mesh.raycast = mesh.acceleratedRaycast;
564
+ }
565
+ }
566
+ else {
567
+ if (debugPhysics)
568
+ console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
569
+ }
570
+ const prevFirstHitOnly = raycaster.firstHitOnly;
571
+ raycaster.firstHitOnly = false;
572
+ raycaster.intersectObject(mesh, false, results);
573
+ raycaster.firstHitOnly = prevFirstHitOnly;
574
+ mesh.raycast = raycastMesh;
575
+ return true;
576
+ }
577
+ else if (method instanceof Sphere) {
578
+ const bvh = geom.boundsTree;
579
+ if (bvh) {
580
+ const sphere = method;
581
+ // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
582
+ invMat.copy(mesh.matrixWorld).invert();
583
+ sphere.applyMatrix4(invMat);
584
+ const intersects = bvh.intersectsSphere(sphere);
585
+ if (intersects) {
586
+ // console.log(intersects, mesh.name);
587
+ const worldpos = getWorldPosition(mesh);
588
+ const distance = worldpos.distanceTo(sphere.center);
589
+ const intersection = new SphereIntersection(mesh, distance, worldpos);
590
+ results.push(intersection);
591
+ }
592
+ }
593
+ return true;
594
+ }
595
+ return false;
596
+ }
597
+ NEMeshBVH.runMeshBVHRaycast = runMeshBVHRaycast;
598
+ let didLoadMeshBVHLibrary = false;
599
+ let _acceleratedRaycast = null;
600
+ let _MeshBVH = null;
601
+ let _StaticGeometryGenerator = null;
602
+ let _computeBoundsTree = null;
603
+ function loadMeshBVHLibrary() {
604
+ if (didLoadMeshBVHLibrary)
605
+ return;
606
+ didLoadMeshBVHLibrary = true;
607
+ import("three-mesh-bvh").then(res => {
608
+ _acceleratedRaycast = res.acceleratedRaycast;
609
+ _MeshBVH = res.MeshBVH;
610
+ _StaticGeometryGenerator = res.StaticGeometryGenerator;
611
+ _computeBoundsTree = res.computeBoundsTree;
612
+ }).catch(_err => {
613
+ if (debugPhysics || isDevEnvironment()) {
614
+ console.error("Failed to load BVH library...", _err.message);
615
+ }
616
+ });
617
+ }
618
+ const invMat = new Matrix4();
619
+ /** True after the worker has been requested for the first time */
620
+ let didSetupWorker = false;
621
+ /** True while the worker is being requested */
622
+ let isRequestingWorker = false;
623
+ let _GenerateMeshBVHWorker = null;
624
+ const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
625
+ const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
626
+ const workerInstances = [];
627
+ const availableWorkers = [];
628
+ function internalSetupWorker() {
629
+ didSetupWorker = true;
630
+ isRequestingWorker = true;
631
+ // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
632
+ import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
633
+ .then(res => {
634
+ _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
635
+ })
636
+ .catch(_err => {
637
+ if (debugPhysics || isDevEnvironment()) {
638
+ console.warn("Failed to setup mesh bvh worker");
639
+ }
640
+ })
641
+ .finally(() => {
642
+ isRequestingWorker = false;
643
+ });
644
+ }
645
+ })(NEMeshBVH || (NEMeshBVH = {}));
646
646
  //# sourceMappingURL=engine_physics.js.map