@needle-tools/engine 4.4.0-beta.3 → 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 -3608
  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
@@ -1,831 +1,831 @@
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 { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
- import { showBalloonWarning } from "../engine/debug/index.js";
10
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
- import { Gizmos } from "../engine/engine_gizmos.js";
12
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
- import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { FrameEvent } from "../engine/engine_setup.js";
16
- import { getTempVector } from "../engine/engine_three_utils.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour, GameObject } from "./Component.js";
21
- import { ReflectionProbe } from "./ReflectionProbe.js";
22
- import { InstancingHandler } from "./RendererInstancing.js";
23
- // import { RendererCustomShader } from "./RendererCustomShader.js";
24
- import { RendererLightmap } from "./RendererLightmap.js";
25
- // for staying compatible with old code
26
- export { InstancingUtil } from "../engine/engine_instancing.js";
27
- const debugRenderer = getParam("debugrenderer");
28
- const debugskinnedmesh = getParam("debugskinnedmesh");
29
- const suppressInstancing = getParam("noinstancing");
30
- const showWireframe = getParam("wireframe");
31
- export var ReflectionProbeUsage;
32
- (function (ReflectionProbeUsage) {
33
- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
- export class FieldWithDefault {
39
- path = null;
40
- asset = null;
41
- default;
42
- }
43
- export var RenderState;
44
- (function (RenderState) {
45
- RenderState[RenderState["Both"] = 0] = "Both";
46
- RenderState[RenderState["Back"] = 1] = "Back";
47
- RenderState[RenderState["Front"] = 2] = "Front";
48
- })(RenderState || (RenderState = {}));
49
- // support sharedMaterials[index] assigning materials directly to the objects
50
- class SharedMaterialArray {
51
- _renderer;
52
- _targets = [];
53
- _indexMapMaxIndex;
54
- _indexMap;
55
- _changed = false;
56
- get changed() {
57
- return this._changed;
58
- }
59
- set changed(value) {
60
- if (value === true) {
61
- if (debugRenderer)
62
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
- }
64
- this._changed = value;
65
- }
66
- is(renderer) {
67
- return this._renderer === renderer;
68
- }
69
- constructor(renderer, originalMaterials) {
70
- this._renderer = renderer;
71
- const setMaterial = this.setMaterial.bind(this);
72
- const getMaterial = this.getMaterial.bind(this);
73
- const go = renderer.gameObject;
74
- this._targets = [];
75
- if (go) {
76
- switch (go.type) {
77
- case "Group":
78
- this._targets = [...go.children];
79
- break;
80
- case "SkinnedMesh":
81
- case "Mesh":
82
- this._targets.push(go);
83
- break;
84
- }
85
- }
86
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
- let hasMissingMaterials = false;
88
- let indexMap = undefined;
89
- let maxIndex = 0;
90
- for (let i = 0; i < this._targets.length; i++) {
91
- const target = this._targets[i];
92
- if (!target)
93
- continue;
94
- const mat = target.material;
95
- if (!mat)
96
- continue;
97
- // set the shadow side to the same as the side of the material, three flips this for some reason
98
- mat.shadowSide = mat.side;
99
- for (let k = 0; k < originalMaterials.length; k++) {
100
- const orig = originalMaterials[k];
101
- if (!orig) {
102
- hasMissingMaterials = true;
103
- continue;
104
- }
105
- if (mat.name === orig.name) {
106
- if (indexMap === undefined)
107
- indexMap = new Map();
108
- indexMap.set(k, i);
109
- maxIndex = Math.max(maxIndex, k);
110
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
- break;
112
- }
113
- }
114
- }
115
- if (hasMissingMaterials) {
116
- this._indexMapMaxIndex = maxIndex;
117
- this._indexMap = indexMap;
118
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
- console.warn(warningMessage);
120
- if (isLocalNetwork())
121
- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
- }
123
- // this lets us override the javascript indexer, only works in ES6 tho
124
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
- return new Proxy(this, {
126
- get(target, key) {
127
- if (typeof key === "string") {
128
- const index = parseInt(key);
129
- if (!isNaN(index)) {
130
- return getMaterial(index);
131
- }
132
- }
133
- return target[key];
134
- },
135
- set(target, key, value) {
136
- if (typeof key === "string")
137
- setMaterial(value, Number.parseInt(key));
138
- // console.log(target, key, value);
139
- if (Reflect.set(target, key, value)) {
140
- if (value instanceof Material)
141
- target.changed = true;
142
- return true;
143
- }
144
- return false;
145
- }
146
- });
147
- }
148
- get length() {
149
- if (this._indexMapMaxIndex !== undefined)
150
- return this._indexMapMaxIndex + 1;
151
- return this._targets.length;
152
- }
153
- // iterator to support: for(const mat of sharedMaterials)
154
- *[Symbol.iterator]() {
155
- for (let i = 0; i < this.length; i++) {
156
- yield this.getMaterial(i);
157
- }
158
- }
159
- resolveIndex(index) {
160
- const map = this._indexMap;
161
- // if we have a index map it means that some materials were missing
162
- if (map) {
163
- if (map.has(index))
164
- return map.get(index);
165
- // return -1;
166
- }
167
- return index;
168
- }
169
- setMaterial(mat, index) {
170
- index = this.resolveIndex(index);
171
- if (index < 0 || index >= this._targets.length)
172
- return;
173
- const target = this._targets[index];
174
- if (!target || target["material"] === undefined)
175
- return;
176
- target["material"] = mat;
177
- this.changed = true;
178
- }
179
- getMaterial(index) {
180
- index = this.resolveIndex(index);
181
- if (index < 0)
182
- return null;
183
- const obj = this._targets;
184
- if (index >= obj.length)
185
- return null;
186
- const target = obj[index];
187
- if (!target)
188
- return null;
189
- return target["material"];
190
- }
191
- }
192
- /**
193
- * @category Rendering
194
- * @group Components
195
- */
196
- export class Renderer extends Behaviour {
197
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
- * @returns the Renderer component that was created or already existed on the object
199
- */
200
- static setInstanced(obj, enableInstancing) {
201
- const renderer = getOrAddComponent(obj, Renderer);
202
- renderer.setInstancingEnabled(enableInstancing);
203
- return renderer;
204
- }
205
- /** Check if an object is currently rendered using instancing
206
- * @returns true if the object is rendered using instancing
207
- */
208
- static isInstanced(obj) {
209
- const renderer = getComponent(obj, Renderer);
210
- if (renderer)
211
- return renderer.isInstancingActive;
212
- return InstancingUtil.isUsingInstancing(obj);
213
- }
214
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
- *
216
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
- static setVisible(obj, visible) {
218
- setCustomVisibility(obj, visible);
219
- }
220
- receiveShadows = false;
221
- shadowCastingMode = ShadowCastingMode.Off;
222
- lightmapIndex = -1;
223
- lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
- /** If the renderer should use instancing
225
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
- * If this is an array of booleans the materials will be instanced based on the index of the material.
227
- */
228
- enableInstancing = undefined;
229
- renderOrder = undefined;
230
- allowOcclusionWhenDynamic = true;
231
- probeAnchor;
232
- reflectionProbeUsage = ReflectionProbeUsage.Off;
233
- // custom shader
234
- // get materialProperties(): Array<MaterialProperties> | undefined {
235
- // return this._materialProperties;
236
- // }
237
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
- // this._materialProperties = value;
239
- // }
240
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
- _lightmaps;
243
- /** Get the mesh Object3D for this renderer
244
- * Warn: if this is a multimaterial object it will return the first mesh only
245
- * @returns a mesh object3D.
246
- * */
247
- get sharedMesh() {
248
- if (this.gameObject.type === "Mesh") {
249
- return this.gameObject;
250
- }
251
- else if (this.gameObject.type === "SkinnesMesh") {
252
- return this.gameObject;
253
- }
254
- else if (this.gameObject.type === "Group") {
255
- return this.gameObject.children[0];
256
- }
257
- return undefined;
258
- }
259
- _sharedMeshes = [];
260
- /** Get all the mesh Object3D for this renderer
261
- * @returns an array of mesh object3D.
262
- */
263
- get sharedMeshes() {
264
- if (this.destroyed || !this.gameObject)
265
- return this._sharedMeshes;
266
- this._sharedMeshes.length = 0;
267
- if (this.gameObject.type === "Group") {
268
- for (const ch of this.gameObject.children) {
269
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
- this._sharedMeshes.push(ch);
271
- }
272
- }
273
- }
274
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
- this._sharedMeshes.push(this.gameObject);
276
- }
277
- return this._sharedMeshes;
278
- }
279
- get sharedMaterial() {
280
- return this.sharedMaterials[0];
281
- }
282
- set sharedMaterial(mat) {
283
- const cur = this.sharedMaterials[0];
284
- if (cur === mat)
285
- return;
286
- this.sharedMaterials[0] = mat;
287
- this.applyLightmapping();
288
- }
289
- /**@deprecated please use sharedMaterial */
290
- get material() {
291
- return this.sharedMaterials[0];
292
- }
293
- /**@deprecated please use sharedMaterial */
294
- set material(mat) {
295
- this.sharedMaterial = mat;
296
- }
297
- _sharedMaterials;
298
- _originalMaterials;
299
- _probeAnchorLastFrame;
300
- // this is just available during deserialization
301
- set sharedMaterials(_val) {
302
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
- if (!this._originalMaterials) {
304
- this._originalMaterials = _val;
305
- }
306
- else if (_val) {
307
- let didWarn = false;
308
- for (let i = 0; i < this._sharedMaterials.length; i++) {
309
- const mat = i < _val.length ? _val[i] : null;
310
- if (mat && mat instanceof Material) {
311
- this.sharedMaterials[i] = mat;
312
- }
313
- else {
314
- if (!didWarn) {
315
- didWarn = true;
316
- console.warn("Can not assign null as material: " + this.name, mat);
317
- }
318
- }
319
- }
320
- }
321
- }
322
- //@ts-ignore
323
- get sharedMaterials() {
324
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
- if (!this._originalMaterials)
326
- this._originalMaterials = [];
327
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
- }
329
- return this._sharedMaterials;
330
- }
331
- static get shouldSuppressInstancing() {
332
- return suppressInstancing;
333
- }
334
- _lightmapTextureOverride = undefined;
335
- get lightmap() {
336
- if (this._lightmaps?.length) {
337
- return this._lightmaps[0].lightmap;
338
- }
339
- return null;
340
- }
341
- /** set undefined to return to default lightmap */
342
- set lightmap(tex) {
343
- this._lightmapTextureOverride = tex;
344
- if (tex === undefined) {
345
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
- }
347
- if (this._lightmaps?.length) {
348
- for (const lm of this._lightmaps) {
349
- lm.lightmap = tex;
350
- }
351
- }
352
- }
353
- get hasLightmap() {
354
- const lm = this.lightmap;
355
- return lm !== null && lm !== undefined;
356
- }
357
- allowProgressiveLoading = true;
358
- _firstFrame = -1;
359
- registering() {
360
- if (!this.enabled) {
361
- this.setVisibility(false);
362
- }
363
- }
364
- awake() {
365
- this._firstFrame = this.context.time.frame;
366
- if (debugRenderer)
367
- console.log("Renderer ", this.name, this);
368
- this.clearInstancingState();
369
- if (this.probeAnchor && debugRenderer)
370
- this.probeAnchor.add(new AxesHelper(.2));
371
- this._reflectionProbe = null;
372
- if (this.isMultiMaterialObject(this.gameObject)) {
373
- for (const child of this.gameObject.children) {
374
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
- child.layers.mask = this.gameObject.layers.mask;
376
- }
377
- if (this.renderOrder !== undefined) {
378
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
- // or perhaps just regular child objects that have their own renderer component (?)
380
- let index = 0;
381
- for (let i = 0; i < this.gameObject.children.length; i++) {
382
- const ch = this.gameObject.children[i];
383
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
- continue;
386
- if (this.renderOrder.length <= index) {
387
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
- continue;
389
- }
390
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
- ch.renderOrder = this.renderOrder[index];
392
- index += 1;
393
- }
394
- }
395
- }
396
- // TODO: custom shader with sub materials
397
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
- this.gameObject.renderOrder = this.renderOrder[0];
401
- }
402
- else {
403
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
- }
405
- this.applyLightmapping();
406
- if (showWireframe) {
407
- for (let i = 0; i < this.sharedMaterials.length; i++) {
408
- const mat = this.sharedMaterials[i];
409
- if (mat) {
410
- mat.wireframe = true;
411
- }
412
- }
413
- }
414
- }
415
- applyLightmapping() {
416
- if (this.lightmapIndex >= 0) {
417
- const type = this.gameObject.type;
418
- // use the override lightmap if its not undefined
419
- const tex = this._lightmapTextureOverride !== undefined
420
- ? this._lightmapTextureOverride
421
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
- if (tex) {
423
- if (!this._lightmaps)
424
- this._lightmaps = [];
425
- if (type === "Mesh") {
426
- const mat = this.gameObject["material"];
427
- if (!mat?.isMeshBasicMaterial) {
428
- if (this._lightmaps.length <= 0) {
429
- const rm = new RendererLightmap(this.gameObject, this.context);
430
- this._lightmaps.push(rm);
431
- }
432
- const rm = this._lightmaps[0];
433
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
- }
435
- else {
436
- if (mat)
437
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
- }
439
- }
440
- // for multi materials we need to loop through children
441
- // and then we add a lightmap renderer component to each of them
442
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
- for (let i = 0; i < this.gameObject.children.length; i++) {
444
- const child = this.gameObject.children[i];
445
- if (!child["material"]?.isMeshBasicMaterial) {
446
- let rm = undefined;
447
- if (i >= this._lightmaps.length) {
448
- rm = new RendererLightmap(child, this.context);
449
- this._lightmaps.push(rm);
450
- }
451
- else
452
- rm = this._lightmaps[i];
453
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
- }
455
- }
456
- }
457
- }
458
- else {
459
- if (debugRenderer)
460
- console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
- }
462
- }
463
- }
464
- _isInstancingEnabled = false;
465
- _handles = undefined;
466
- /**
467
- * @returns true if this renderer has instanced objects
468
- */
469
- get isInstancingActive() {
470
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
- }
472
- /** @returns the instancing handles */
473
- get instances() {
474
- if (!this._handles || this._handles.length <= 0) {
475
- return null;
476
- }
477
- this._handlesTempArray.length = 0;
478
- if (this._handles) {
479
- for (const h of this._handles) {
480
- this._handlesTempArray.push(h);
481
- }
482
- }
483
- return this._handlesTempArray;
484
- }
485
- _handlesTempArray = [];
486
- /** Enable or disable instancing for this renderer.
487
- * @param enabled true to enable instancing, false to disable it
488
- */
489
- setInstancingEnabled(enabled) {
490
- if (this._isInstancingEnabled === enabled)
491
- return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
- this._isInstancingEnabled = enabled;
493
- if (enabled) {
494
- if (this.enableInstancing === undefined)
495
- this.enableInstancing = true;
496
- if (this._handles === undefined) {
497
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
- if (this._handles) {
499
- GameObject.markAsInstancedRendered(this.gameObject, true);
500
- return true;
501
- }
502
- }
503
- else if (this._handles !== null) {
504
- for (const handler of this._handles) {
505
- handler.updateInstanceMatrix(true);
506
- handler.add();
507
- }
508
- GameObject.markAsInstancedRendered(this.gameObject, true);
509
- return true;
510
- }
511
- }
512
- else {
513
- if (this._handles) {
514
- for (const handler of this._handles) {
515
- handler.remove(this.destroyed);
516
- }
517
- }
518
- return true;
519
- }
520
- return false;
521
- }
522
- clearInstancingState() {
523
- this._isInstancingEnabled = false;
524
- this._handles = undefined;
525
- }
526
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
- * This is a separate method to be overrideable from user code
528
- */
529
- useInstanceMatrixWorldAutoUpdate() {
530
- return true;
531
- }
532
- start() {
533
- if (this.enableInstancing && !suppressInstancing) {
534
- this.setInstancingEnabled(true);
535
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
- InstancingUtil.markDirty(this.gameObject);
538
- }
539
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
- if (this.isMultiMaterialObject(this.gameObject)) {
541
- for (let i = 0; i < this.gameObject.children.length; i++) {
542
- const ch = this.gameObject.children[i];
543
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
- }
545
- }
546
- }
547
- onEnable() {
548
- // ensure shared meshes are initialized
549
- const _ = this.sharedMeshes;
550
- this.setVisibility(true);
551
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
- const isUsingInstancing = this._isInstancingEnabled ||
553
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
- if (isUsingInstancing) {
555
- if (this.__internalDidAwakeAndStart)
556
- this.setInstancingEnabled(true);
557
- }
558
- // if no insancing is used we can apply the stencil settings
559
- // but instancing and stencil at the same time is not supported
560
- else if (this.enabled) {
561
- this.applyStencil();
562
- }
563
- this.updateReflectionProbe();
564
- // this.testIfLODLevelsAreAvailable();
565
- }
566
- onDisable() {
567
- this.setVisibility(false);
568
- if (this._handles && this._handles.length > 0) {
569
- this.setInstancingEnabled(false);
570
- }
571
- }
572
- onDestroy() {
573
- this._handles = null;
574
- if (this.isMultiMaterialObject(this.gameObject)) {
575
- for (const child of this.gameObject.children) {
576
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
- }
578
- }
579
- else {
580
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
- }
582
- }
583
- onBeforeRender() {
584
- if (!this.gameObject) {
585
- return;
586
- }
587
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
- this._reflectionProbe?.onUnset(this);
589
- this.updateReflectionProbe();
590
- }
591
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
- this.gameObject.geometry.computeBoundingSphere();
593
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
- }
596
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
- for (const ch of this.gameObject.children) {
598
- this.applySettings(ch);
599
- }
600
- }
601
- else {
602
- this.applySettings(this.gameObject);
603
- }
604
- if (this.sharedMaterials.changed) {
605
- this.sharedMaterials.changed = false;
606
- this.applyLightmapping();
607
- }
608
- if (this._handles?.length) {
609
- // if (this.name === "Darbouka")
610
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
- if (needsUpdate) {
613
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
- const remove = false; // Math.random() < .01;
616
- for (let i = this._handles.length - 1; i >= 0; i--) {
617
- const h = this._handles[i];
618
- if (remove) {
619
- h.remove(this.destroyed);
620
- this._handles.splice(i, 1);
621
- }
622
- else
623
- h.updateInstanceMatrix();
624
- }
625
- this.gameObject.matrixWorldNeedsUpdate = false;
626
- }
627
- }
628
- if (this._handles && this._handles.length <= 0) {
629
- GameObject.markAsInstancedRendered(this.gameObject, false);
630
- }
631
- if (this._isInstancingEnabled && this._handles) {
632
- for (let i = 0; i < this._handles.length; i++) {
633
- const handle = this._handles[i];
634
- setCustomVisibility(handle.object, false);
635
- }
636
- }
637
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
- this._reflectionProbe.onSet(this);
639
- }
640
- }
641
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
642
- if (material.envMapIntensity !== undefined) {
643
- const factor = this.hasLightmap ? Math.PI : 1;
644
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
645
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
646
- // since three 163 we need to set the envMap to the scene envMap if it is not set
647
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
648
- // internal issue: https://linear.app/needle/issue/NE-6363
649
- if (!material.envMap)
650
- material.envMap = this.context.scene.environment;
651
- }
652
- if (this._lightmaps) {
653
- for (const lm of this._lightmaps) {
654
- lm.updateLightmapUniforms(material);
655
- lm.applyLightmap();
656
- }
657
- }
658
- };
659
- onAfterRender() {
660
- if (this._isInstancingEnabled && this._handles) {
661
- for (let i = 0; i < this._handles.length; i++) {
662
- const handle = this._handles[i];
663
- setCustomVisibility(handle.object, true);
664
- }
665
- }
666
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
667
- this._reflectionProbe.onUnset(this);
668
- }
669
- if (this.static && this.gameObject.matrixAutoUpdate) {
670
- this.gameObject.matrixAutoUpdate = false;
671
- }
672
- }
673
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
674
- applyStencil() {
675
- NEEDLE_render_objects.applyStencil(this);
676
- }
677
- /** Apply the settings of this renderer to the given object
678
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
679
- */
680
- applySettings(go) {
681
- go.receiveShadow = this.receiveShadows;
682
- if (this.shadowCastingMode == ShadowCastingMode.On) {
683
- go.castShadow = true;
684
- }
685
- else
686
- go.castShadow = false;
687
- }
688
- _reflectionProbe = null;
689
- updateReflectionProbe() {
690
- // handle reflection probe
691
- this._reflectionProbe = null;
692
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
693
- // update the reflection probe right before rendering
694
- // if we do it immediately the reflection probe might not be enabled yet
695
- // (since this method is called from onEnable)
696
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
697
- this._probeAnchorLastFrame = this.probeAnchor;
698
- }
699
- }
700
- *_updateReflectionProbe() {
701
- const obj = this.probeAnchor || this.gameObject;
702
- const isAnchor = this.probeAnchor ? true : false;
703
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
704
- }
705
- setVisibility(visible) {
706
- if (!this.isMultiMaterialObject(this.gameObject)) {
707
- setCustomVisibility(this.gameObject, visible);
708
- }
709
- else {
710
- for (const ch of this.gameObject.children) {
711
- if (this.isMeshOrSkinnedMesh(ch)) {
712
- setCustomVisibility(ch, visible);
713
- }
714
- }
715
- }
716
- }
717
- isMultiMaterialObject(obj) {
718
- return obj.type === "Group";
719
- }
720
- isMeshOrSkinnedMesh(obj) {
721
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
722
- }
723
- }
724
- __decorate([
725
- serializable()
726
- ], Renderer.prototype, "receiveShadows", void 0);
727
- __decorate([
728
- serializable()
729
- ], Renderer.prototype, "shadowCastingMode", void 0);
730
- __decorate([
731
- serializable()
732
- ], Renderer.prototype, "lightmapIndex", void 0);
733
- __decorate([
734
- serializable(Vector4)
735
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
736
- __decorate([
737
- serializable()
738
- ], Renderer.prototype, "enableInstancing", void 0);
739
- __decorate([
740
- serializable()
741
- ], Renderer.prototype, "renderOrder", void 0);
742
- __decorate([
743
- serializable()
744
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
745
- __decorate([
746
- serializable(Object3D)
747
- ], Renderer.prototype, "probeAnchor", void 0);
748
- __decorate([
749
- serializable()
750
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
751
- export class MeshRenderer extends Renderer {
752
- }
753
- export class SkinnedMeshRenderer extends MeshRenderer {
754
- _needUpdateBoundingSphere = false;
755
- // private _lastWorldPosition = new Vector3();
756
- awake() {
757
- super.awake();
758
- if (debugskinnedmesh)
759
- console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
760
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
761
- this.allowOcclusionWhenDynamic = false;
762
- for (const mesh of this.sharedMeshes) {
763
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
764
- mesh.parent?.updateWorldMatrix(false, true);
765
- this.markBoundsDirty();
766
- }
767
- }
768
- onAfterRender() {
769
- super.onAfterRender();
770
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
771
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
772
- // const bounds = this.gameObject.geometry.boundingSphere;
773
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
774
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
775
- // this._lastWorldPosition.copy(worldpos);
776
- // this.markBoundsDirty();
777
- // };
778
- // }
779
- if (this._needUpdateBoundingSphere) {
780
- for (const mesh of this.sharedMeshes) {
781
- if (mesh instanceof SkinnedMesh) {
782
- this._needUpdateBoundingSphere = false;
783
- try {
784
- const geometry = mesh.geometry;
785
- const raycastmesh = getRaycastMesh(mesh);
786
- if (raycastmesh) {
787
- mesh.geometry = raycastmesh;
788
- }
789
- mesh.computeBoundingSphere();
790
- mesh.geometry = geometry;
791
- }
792
- catch (err) {
793
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
794
- }
795
- }
796
- }
797
- }
798
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
799
- if (debugskinnedmesh) {
800
- for (const mesh of this.sharedMeshes) {
801
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
802
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
803
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
804
- }
805
- }
806
- }
807
- }
808
- markBoundsDirty() {
809
- this._needUpdateBoundingSphere = true;
810
- }
811
- }
812
- export var ShadowCastingMode;
813
- (function (ShadowCastingMode) {
814
- /// <summary>
815
- /// <para>No shadows are cast from this object.</para>
816
- /// </summary>
817
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
818
- /// <summary>
819
- /// <para>Shadows are cast from this object.</para>
820
- /// </summary>
821
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
822
- /// <summary>
823
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
824
- /// </summary>
825
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
826
- /// <summary>
827
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
828
- /// </summary>
829
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
830
- })(ShadowCastingMode || (ShadowCastingMode = {}));
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 { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
+ import { showBalloonWarning } from "../engine/debug/index.js";
10
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
+ import { Gizmos } from "../engine/engine_gizmos.js";
12
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
+ import { serializable } from "../engine/engine_serialization_decorator.js";
15
+ import { FrameEvent } from "../engine/engine_setup.js";
16
+ import { getTempVector } from "../engine/engine_three_utils.js";
17
+ import { getParam } from "../engine/engine_utils.js";
18
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour, GameObject } from "./Component.js";
21
+ import { ReflectionProbe } from "./ReflectionProbe.js";
22
+ import { InstancingHandler } from "./RendererInstancing.js";
23
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
24
+ import { RendererLightmap } from "./RendererLightmap.js";
25
+ // for staying compatible with old code
26
+ export { InstancingUtil } from "../engine/engine_instancing.js";
27
+ const debugRenderer = getParam("debugrenderer");
28
+ const debugskinnedmesh = getParam("debugskinnedmesh");
29
+ const suppressInstancing = getParam("noinstancing");
30
+ const showWireframe = getParam("wireframe");
31
+ export var ReflectionProbeUsage;
32
+ (function (ReflectionProbeUsage) {
33
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
+ export class FieldWithDefault {
39
+ path = null;
40
+ asset = null;
41
+ default;
42
+ }
43
+ export var RenderState;
44
+ (function (RenderState) {
45
+ RenderState[RenderState["Both"] = 0] = "Both";
46
+ RenderState[RenderState["Back"] = 1] = "Back";
47
+ RenderState[RenderState["Front"] = 2] = "Front";
48
+ })(RenderState || (RenderState = {}));
49
+ // support sharedMaterials[index] assigning materials directly to the objects
50
+ class SharedMaterialArray {
51
+ _renderer;
52
+ _targets = [];
53
+ _indexMapMaxIndex;
54
+ _indexMap;
55
+ _changed = false;
56
+ get changed() {
57
+ return this._changed;
58
+ }
59
+ set changed(value) {
60
+ if (value === true) {
61
+ if (debugRenderer)
62
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
+ }
64
+ this._changed = value;
65
+ }
66
+ is(renderer) {
67
+ return this._renderer === renderer;
68
+ }
69
+ constructor(renderer, originalMaterials) {
70
+ this._renderer = renderer;
71
+ const setMaterial = this.setMaterial.bind(this);
72
+ const getMaterial = this.getMaterial.bind(this);
73
+ const go = renderer.gameObject;
74
+ this._targets = [];
75
+ if (go) {
76
+ switch (go.type) {
77
+ case "Group":
78
+ this._targets = [...go.children];
79
+ break;
80
+ case "SkinnedMesh":
81
+ case "Mesh":
82
+ this._targets.push(go);
83
+ break;
84
+ }
85
+ }
86
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
+ let hasMissingMaterials = false;
88
+ let indexMap = undefined;
89
+ let maxIndex = 0;
90
+ for (let i = 0; i < this._targets.length; i++) {
91
+ const target = this._targets[i];
92
+ if (!target)
93
+ continue;
94
+ const mat = target.material;
95
+ if (!mat)
96
+ continue;
97
+ // set the shadow side to the same as the side of the material, three flips this for some reason
98
+ mat.shadowSide = mat.side;
99
+ for (let k = 0; k < originalMaterials.length; k++) {
100
+ const orig = originalMaterials[k];
101
+ if (!orig) {
102
+ hasMissingMaterials = true;
103
+ continue;
104
+ }
105
+ if (mat.name === orig.name) {
106
+ if (indexMap === undefined)
107
+ indexMap = new Map();
108
+ indexMap.set(k, i);
109
+ maxIndex = Math.max(maxIndex, k);
110
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
+ break;
112
+ }
113
+ }
114
+ }
115
+ if (hasMissingMaterials) {
116
+ this._indexMapMaxIndex = maxIndex;
117
+ this._indexMap = indexMap;
118
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
+ console.warn(warningMessage);
120
+ if (isLocalNetwork())
121
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
+ }
123
+ // this lets us override the javascript indexer, only works in ES6 tho
124
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
+ return new Proxy(this, {
126
+ get(target, key) {
127
+ if (typeof key === "string") {
128
+ const index = parseInt(key);
129
+ if (!isNaN(index)) {
130
+ return getMaterial(index);
131
+ }
132
+ }
133
+ return target[key];
134
+ },
135
+ set(target, key, value) {
136
+ if (typeof key === "string")
137
+ setMaterial(value, Number.parseInt(key));
138
+ // console.log(target, key, value);
139
+ if (Reflect.set(target, key, value)) {
140
+ if (value instanceof Material)
141
+ target.changed = true;
142
+ return true;
143
+ }
144
+ return false;
145
+ }
146
+ });
147
+ }
148
+ get length() {
149
+ if (this._indexMapMaxIndex !== undefined)
150
+ return this._indexMapMaxIndex + 1;
151
+ return this._targets.length;
152
+ }
153
+ // iterator to support: for(const mat of sharedMaterials)
154
+ *[Symbol.iterator]() {
155
+ for (let i = 0; i < this.length; i++) {
156
+ yield this.getMaterial(i);
157
+ }
158
+ }
159
+ resolveIndex(index) {
160
+ const map = this._indexMap;
161
+ // if we have a index map it means that some materials were missing
162
+ if (map) {
163
+ if (map.has(index))
164
+ return map.get(index);
165
+ // return -1;
166
+ }
167
+ return index;
168
+ }
169
+ setMaterial(mat, index) {
170
+ index = this.resolveIndex(index);
171
+ if (index < 0 || index >= this._targets.length)
172
+ return;
173
+ const target = this._targets[index];
174
+ if (!target || target["material"] === undefined)
175
+ return;
176
+ target["material"] = mat;
177
+ this.changed = true;
178
+ }
179
+ getMaterial(index) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0)
182
+ return null;
183
+ const obj = this._targets;
184
+ if (index >= obj.length)
185
+ return null;
186
+ const target = obj[index];
187
+ if (!target)
188
+ return null;
189
+ return target["material"];
190
+ }
191
+ }
192
+ /**
193
+ * @category Rendering
194
+ * @group Components
195
+ */
196
+ export class Renderer extends Behaviour {
197
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
+ * @returns the Renderer component that was created or already existed on the object
199
+ */
200
+ static setInstanced(obj, enableInstancing) {
201
+ const renderer = getOrAddComponent(obj, Renderer);
202
+ renderer.setInstancingEnabled(enableInstancing);
203
+ return renderer;
204
+ }
205
+ /** Check if an object is currently rendered using instancing
206
+ * @returns true if the object is rendered using instancing
207
+ */
208
+ static isInstanced(obj) {
209
+ const renderer = getComponent(obj, Renderer);
210
+ if (renderer)
211
+ return renderer.isInstancingActive;
212
+ return InstancingUtil.isUsingInstancing(obj);
213
+ }
214
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
+ *
216
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
+ static setVisible(obj, visible) {
218
+ setCustomVisibility(obj, visible);
219
+ }
220
+ receiveShadows = false;
221
+ shadowCastingMode = ShadowCastingMode.Off;
222
+ lightmapIndex = -1;
223
+ lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
+ /** If the renderer should use instancing
225
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
227
+ */
228
+ enableInstancing = undefined;
229
+ renderOrder = undefined;
230
+ allowOcclusionWhenDynamic = true;
231
+ probeAnchor;
232
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
233
+ // custom shader
234
+ // get materialProperties(): Array<MaterialProperties> | undefined {
235
+ // return this._materialProperties;
236
+ // }
237
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
+ // this._materialProperties = value;
239
+ // }
240
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
+ _lightmaps;
243
+ /** Get the mesh Object3D for this renderer
244
+ * Warn: if this is a multimaterial object it will return the first mesh only
245
+ * @returns a mesh object3D.
246
+ * */
247
+ get sharedMesh() {
248
+ if (this.gameObject.type === "Mesh") {
249
+ return this.gameObject;
250
+ }
251
+ else if (this.gameObject.type === "SkinnesMesh") {
252
+ return this.gameObject;
253
+ }
254
+ else if (this.gameObject.type === "Group") {
255
+ return this.gameObject.children[0];
256
+ }
257
+ return undefined;
258
+ }
259
+ _sharedMeshes = [];
260
+ /** Get all the mesh Object3D for this renderer
261
+ * @returns an array of mesh object3D.
262
+ */
263
+ get sharedMeshes() {
264
+ if (this.destroyed || !this.gameObject)
265
+ return this._sharedMeshes;
266
+ this._sharedMeshes.length = 0;
267
+ if (this.gameObject.type === "Group") {
268
+ for (const ch of this.gameObject.children) {
269
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
+ this._sharedMeshes.push(ch);
271
+ }
272
+ }
273
+ }
274
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
+ this._sharedMeshes.push(this.gameObject);
276
+ }
277
+ return this._sharedMeshes;
278
+ }
279
+ get sharedMaterial() {
280
+ return this.sharedMaterials[0];
281
+ }
282
+ set sharedMaterial(mat) {
283
+ const cur = this.sharedMaterials[0];
284
+ if (cur === mat)
285
+ return;
286
+ this.sharedMaterials[0] = mat;
287
+ this.applyLightmapping();
288
+ }
289
+ /**@deprecated please use sharedMaterial */
290
+ get material() {
291
+ return this.sharedMaterials[0];
292
+ }
293
+ /**@deprecated please use sharedMaterial */
294
+ set material(mat) {
295
+ this.sharedMaterial = mat;
296
+ }
297
+ _sharedMaterials;
298
+ _originalMaterials;
299
+ _probeAnchorLastFrame;
300
+ // this is just available during deserialization
301
+ set sharedMaterials(_val) {
302
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
+ if (!this._originalMaterials) {
304
+ this._originalMaterials = _val;
305
+ }
306
+ else if (_val) {
307
+ let didWarn = false;
308
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
309
+ const mat = i < _val.length ? _val[i] : null;
310
+ if (mat && mat instanceof Material) {
311
+ this.sharedMaterials[i] = mat;
312
+ }
313
+ else {
314
+ if (!didWarn) {
315
+ didWarn = true;
316
+ console.warn("Can not assign null as material: " + this.name, mat);
317
+ }
318
+ }
319
+ }
320
+ }
321
+ }
322
+ //@ts-ignore
323
+ get sharedMaterials() {
324
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
+ if (!this._originalMaterials)
326
+ this._originalMaterials = [];
327
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
+ }
329
+ return this._sharedMaterials;
330
+ }
331
+ static get shouldSuppressInstancing() {
332
+ return suppressInstancing;
333
+ }
334
+ _lightmapTextureOverride = undefined;
335
+ get lightmap() {
336
+ if (this._lightmaps?.length) {
337
+ return this._lightmaps[0].lightmap;
338
+ }
339
+ return null;
340
+ }
341
+ /** set undefined to return to default lightmap */
342
+ set lightmap(tex) {
343
+ this._lightmapTextureOverride = tex;
344
+ if (tex === undefined) {
345
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
+ }
347
+ if (this._lightmaps?.length) {
348
+ for (const lm of this._lightmaps) {
349
+ lm.lightmap = tex;
350
+ }
351
+ }
352
+ }
353
+ get hasLightmap() {
354
+ const lm = this.lightmap;
355
+ return lm !== null && lm !== undefined;
356
+ }
357
+ allowProgressiveLoading = true;
358
+ _firstFrame = -1;
359
+ registering() {
360
+ if (!this.enabled) {
361
+ this.setVisibility(false);
362
+ }
363
+ }
364
+ awake() {
365
+ this._firstFrame = this.context.time.frame;
366
+ if (debugRenderer)
367
+ console.log("Renderer ", this.name, this);
368
+ this.clearInstancingState();
369
+ if (this.probeAnchor && debugRenderer)
370
+ this.probeAnchor.add(new AxesHelper(.2));
371
+ this._reflectionProbe = null;
372
+ if (this.isMultiMaterialObject(this.gameObject)) {
373
+ for (const child of this.gameObject.children) {
374
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
+ child.layers.mask = this.gameObject.layers.mask;
376
+ }
377
+ if (this.renderOrder !== undefined) {
378
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
+ // or perhaps just regular child objects that have their own renderer component (?)
380
+ let index = 0;
381
+ for (let i = 0; i < this.gameObject.children.length; i++) {
382
+ const ch = this.gameObject.children[i];
383
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
+ continue;
386
+ if (this.renderOrder.length <= index) {
387
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
+ continue;
389
+ }
390
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
+ ch.renderOrder = this.renderOrder[index];
392
+ index += 1;
393
+ }
394
+ }
395
+ }
396
+ // TODO: custom shader with sub materials
397
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
+ this.gameObject.renderOrder = this.renderOrder[0];
401
+ }
402
+ else {
403
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
+ }
405
+ this.applyLightmapping();
406
+ if (showWireframe) {
407
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
408
+ const mat = this.sharedMaterials[i];
409
+ if (mat) {
410
+ mat.wireframe = true;
411
+ }
412
+ }
413
+ }
414
+ }
415
+ applyLightmapping() {
416
+ if (this.lightmapIndex >= 0) {
417
+ const type = this.gameObject.type;
418
+ // use the override lightmap if its not undefined
419
+ const tex = this._lightmapTextureOverride !== undefined
420
+ ? this._lightmapTextureOverride
421
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
+ if (tex) {
423
+ if (!this._lightmaps)
424
+ this._lightmaps = [];
425
+ if (type === "Mesh") {
426
+ const mat = this.gameObject["material"];
427
+ if (!mat?.isMeshBasicMaterial) {
428
+ if (this._lightmaps.length <= 0) {
429
+ const rm = new RendererLightmap(this.gameObject, this.context);
430
+ this._lightmaps.push(rm);
431
+ }
432
+ const rm = this._lightmaps[0];
433
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
+ }
435
+ else {
436
+ if (mat)
437
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
+ }
439
+ }
440
+ // for multi materials we need to loop through children
441
+ // and then we add a lightmap renderer component to each of them
442
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
+ for (let i = 0; i < this.gameObject.children.length; i++) {
444
+ const child = this.gameObject.children[i];
445
+ if (!child["material"]?.isMeshBasicMaterial) {
446
+ let rm = undefined;
447
+ if (i >= this._lightmaps.length) {
448
+ rm = new RendererLightmap(child, this.context);
449
+ this._lightmaps.push(rm);
450
+ }
451
+ else
452
+ rm = this._lightmaps[i];
453
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
+ }
455
+ }
456
+ }
457
+ }
458
+ else {
459
+ if (debugRenderer)
460
+ console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
+ }
462
+ }
463
+ }
464
+ _isInstancingEnabled = false;
465
+ _handles = undefined;
466
+ /**
467
+ * @returns true if this renderer has instanced objects
468
+ */
469
+ get isInstancingActive() {
470
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
+ }
472
+ /** @returns the instancing handles */
473
+ get instances() {
474
+ if (!this._handles || this._handles.length <= 0) {
475
+ return null;
476
+ }
477
+ this._handlesTempArray.length = 0;
478
+ if (this._handles) {
479
+ for (const h of this._handles) {
480
+ this._handlesTempArray.push(h);
481
+ }
482
+ }
483
+ return this._handlesTempArray;
484
+ }
485
+ _handlesTempArray = [];
486
+ /** Enable or disable instancing for this renderer.
487
+ * @param enabled true to enable instancing, false to disable it
488
+ */
489
+ setInstancingEnabled(enabled) {
490
+ if (this._isInstancingEnabled === enabled)
491
+ return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
+ this._isInstancingEnabled = enabled;
493
+ if (enabled) {
494
+ if (this.enableInstancing === undefined)
495
+ this.enableInstancing = true;
496
+ if (this._handles === undefined) {
497
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
+ if (this._handles) {
499
+ GameObject.markAsInstancedRendered(this.gameObject, true);
500
+ return true;
501
+ }
502
+ }
503
+ else if (this._handles !== null) {
504
+ for (const handler of this._handles) {
505
+ handler.updateInstanceMatrix(true);
506
+ handler.add();
507
+ }
508
+ GameObject.markAsInstancedRendered(this.gameObject, true);
509
+ return true;
510
+ }
511
+ }
512
+ else {
513
+ if (this._handles) {
514
+ for (const handler of this._handles) {
515
+ handler.remove(this.destroyed);
516
+ }
517
+ }
518
+ return true;
519
+ }
520
+ return false;
521
+ }
522
+ clearInstancingState() {
523
+ this._isInstancingEnabled = false;
524
+ this._handles = undefined;
525
+ }
526
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
+ * This is a separate method to be overrideable from user code
528
+ */
529
+ useInstanceMatrixWorldAutoUpdate() {
530
+ return true;
531
+ }
532
+ start() {
533
+ if (this.enableInstancing && !suppressInstancing) {
534
+ this.setInstancingEnabled(true);
535
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
+ InstancingUtil.markDirty(this.gameObject);
538
+ }
539
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
+ if (this.isMultiMaterialObject(this.gameObject)) {
541
+ for (let i = 0; i < this.gameObject.children.length; i++) {
542
+ const ch = this.gameObject.children[i];
543
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
+ }
545
+ }
546
+ }
547
+ onEnable() {
548
+ // ensure shared meshes are initialized
549
+ const _ = this.sharedMeshes;
550
+ this.setVisibility(true);
551
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
+ const isUsingInstancing = this._isInstancingEnabled ||
553
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
+ if (isUsingInstancing) {
555
+ if (this.__internalDidAwakeAndStart)
556
+ this.setInstancingEnabled(true);
557
+ }
558
+ // if no insancing is used we can apply the stencil settings
559
+ // but instancing and stencil at the same time is not supported
560
+ else if (this.enabled) {
561
+ this.applyStencil();
562
+ }
563
+ this.updateReflectionProbe();
564
+ // this.testIfLODLevelsAreAvailable();
565
+ }
566
+ onDisable() {
567
+ this.setVisibility(false);
568
+ if (this._handles && this._handles.length > 0) {
569
+ this.setInstancingEnabled(false);
570
+ }
571
+ }
572
+ onDestroy() {
573
+ this._handles = null;
574
+ if (this.isMultiMaterialObject(this.gameObject)) {
575
+ for (const child of this.gameObject.children) {
576
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
+ }
578
+ }
579
+ else {
580
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
+ }
582
+ }
583
+ onBeforeRender() {
584
+ if (!this.gameObject) {
585
+ return;
586
+ }
587
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
+ this._reflectionProbe?.onUnset(this);
589
+ this.updateReflectionProbe();
590
+ }
591
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
+ this.gameObject.geometry.computeBoundingSphere();
593
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
+ }
596
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
+ for (const ch of this.gameObject.children) {
598
+ this.applySettings(ch);
599
+ }
600
+ }
601
+ else {
602
+ this.applySettings(this.gameObject);
603
+ }
604
+ if (this.sharedMaterials.changed) {
605
+ this.sharedMaterials.changed = false;
606
+ this.applyLightmapping();
607
+ }
608
+ if (this._handles?.length) {
609
+ // if (this.name === "Darbouka")
610
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
+ if (needsUpdate) {
613
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
+ const remove = false; // Math.random() < .01;
616
+ for (let i = this._handles.length - 1; i >= 0; i--) {
617
+ const h = this._handles[i];
618
+ if (remove) {
619
+ h.remove(this.destroyed);
620
+ this._handles.splice(i, 1);
621
+ }
622
+ else
623
+ h.updateInstanceMatrix();
624
+ }
625
+ this.gameObject.matrixWorldNeedsUpdate = false;
626
+ }
627
+ }
628
+ if (this._handles && this._handles.length <= 0) {
629
+ GameObject.markAsInstancedRendered(this.gameObject, false);
630
+ }
631
+ if (this._isInstancingEnabled && this._handles) {
632
+ for (let i = 0; i < this._handles.length; i++) {
633
+ const handle = this._handles[i];
634
+ setCustomVisibility(handle.object, false);
635
+ }
636
+ }
637
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
+ this._reflectionProbe.onSet(this);
639
+ }
640
+ }
641
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
642
+ if (material.envMapIntensity !== undefined) {
643
+ const factor = this.hasLightmap ? Math.PI : 1;
644
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
645
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
646
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
647
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
648
+ // internal issue: https://linear.app/needle/issue/NE-6363
649
+ if (!material.envMap)
650
+ material.envMap = this.context.scene.environment;
651
+ }
652
+ if (this._lightmaps) {
653
+ for (const lm of this._lightmaps) {
654
+ lm.updateLightmapUniforms(material);
655
+ lm.applyLightmap();
656
+ }
657
+ }
658
+ };
659
+ onAfterRender() {
660
+ if (this._isInstancingEnabled && this._handles) {
661
+ for (let i = 0; i < this._handles.length; i++) {
662
+ const handle = this._handles[i];
663
+ setCustomVisibility(handle.object, true);
664
+ }
665
+ }
666
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
667
+ this._reflectionProbe.onUnset(this);
668
+ }
669
+ if (this.static && this.gameObject.matrixAutoUpdate) {
670
+ this.gameObject.matrixAutoUpdate = false;
671
+ }
672
+ }
673
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
674
+ applyStencil() {
675
+ NEEDLE_render_objects.applyStencil(this);
676
+ }
677
+ /** Apply the settings of this renderer to the given object
678
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
679
+ */
680
+ applySettings(go) {
681
+ go.receiveShadow = this.receiveShadows;
682
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
683
+ go.castShadow = true;
684
+ }
685
+ else
686
+ go.castShadow = false;
687
+ }
688
+ _reflectionProbe = null;
689
+ updateReflectionProbe() {
690
+ // handle reflection probe
691
+ this._reflectionProbe = null;
692
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
693
+ // update the reflection probe right before rendering
694
+ // if we do it immediately the reflection probe might not be enabled yet
695
+ // (since this method is called from onEnable)
696
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
697
+ this._probeAnchorLastFrame = this.probeAnchor;
698
+ }
699
+ }
700
+ *_updateReflectionProbe() {
701
+ const obj = this.probeAnchor || this.gameObject;
702
+ const isAnchor = this.probeAnchor ? true : false;
703
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
704
+ }
705
+ setVisibility(visible) {
706
+ if (!this.isMultiMaterialObject(this.gameObject)) {
707
+ setCustomVisibility(this.gameObject, visible);
708
+ }
709
+ else {
710
+ for (const ch of this.gameObject.children) {
711
+ if (this.isMeshOrSkinnedMesh(ch)) {
712
+ setCustomVisibility(ch, visible);
713
+ }
714
+ }
715
+ }
716
+ }
717
+ isMultiMaterialObject(obj) {
718
+ return obj.type === "Group";
719
+ }
720
+ isMeshOrSkinnedMesh(obj) {
721
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
722
+ }
723
+ }
724
+ __decorate([
725
+ serializable()
726
+ ], Renderer.prototype, "receiveShadows", void 0);
727
+ __decorate([
728
+ serializable()
729
+ ], Renderer.prototype, "shadowCastingMode", void 0);
730
+ __decorate([
731
+ serializable()
732
+ ], Renderer.prototype, "lightmapIndex", void 0);
733
+ __decorate([
734
+ serializable(Vector4)
735
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
736
+ __decorate([
737
+ serializable()
738
+ ], Renderer.prototype, "enableInstancing", void 0);
739
+ __decorate([
740
+ serializable()
741
+ ], Renderer.prototype, "renderOrder", void 0);
742
+ __decorate([
743
+ serializable()
744
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
745
+ __decorate([
746
+ serializable(Object3D)
747
+ ], Renderer.prototype, "probeAnchor", void 0);
748
+ __decorate([
749
+ serializable()
750
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
751
+ export class MeshRenderer extends Renderer {
752
+ }
753
+ export class SkinnedMeshRenderer extends MeshRenderer {
754
+ _needUpdateBoundingSphere = false;
755
+ // private _lastWorldPosition = new Vector3();
756
+ awake() {
757
+ super.awake();
758
+ if (debugskinnedmesh)
759
+ console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
760
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
761
+ this.allowOcclusionWhenDynamic = false;
762
+ for (const mesh of this.sharedMeshes) {
763
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
764
+ mesh.parent?.updateWorldMatrix(false, true);
765
+ this.markBoundsDirty();
766
+ }
767
+ }
768
+ onAfterRender() {
769
+ super.onAfterRender();
770
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
771
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
772
+ // const bounds = this.gameObject.geometry.boundingSphere;
773
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
774
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
775
+ // this._lastWorldPosition.copy(worldpos);
776
+ // this.markBoundsDirty();
777
+ // };
778
+ // }
779
+ if (this._needUpdateBoundingSphere) {
780
+ for (const mesh of this.sharedMeshes) {
781
+ if (mesh instanceof SkinnedMesh) {
782
+ this._needUpdateBoundingSphere = false;
783
+ try {
784
+ const geometry = mesh.geometry;
785
+ const raycastmesh = getRaycastMesh(mesh);
786
+ if (raycastmesh) {
787
+ mesh.geometry = raycastmesh;
788
+ }
789
+ mesh.computeBoundingSphere();
790
+ mesh.geometry = geometry;
791
+ }
792
+ catch (err) {
793
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
794
+ }
795
+ }
796
+ }
797
+ }
798
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
799
+ if (debugskinnedmesh) {
800
+ for (const mesh of this.sharedMeshes) {
801
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
802
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
803
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
804
+ }
805
+ }
806
+ }
807
+ }
808
+ markBoundsDirty() {
809
+ this._needUpdateBoundingSphere = true;
810
+ }
811
+ }
812
+ export var ShadowCastingMode;
813
+ (function (ShadowCastingMode) {
814
+ /// <summary>
815
+ /// <para>No shadows are cast from this object.</para>
816
+ /// </summary>
817
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
818
+ /// <summary>
819
+ /// <para>Shadows are cast from this object.</para>
820
+ /// </summary>
821
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
822
+ /// <summary>
823
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
824
+ /// </summary>
825
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
826
+ /// <summary>
827
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
828
+ /// </summary>
829
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
830
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
831
831
  //# sourceMappingURL=Renderer.js.map