@needle-tools/engine 4.4.0-beta.3 → 4.4.0-beta.5

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 (1054) 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 +2399 -2347
  6. package/dist/needle-engine.bundle.light.js +2395 -2343
  7. package/dist/needle-engine.bundle.light.min.js +89 -89
  8. package/dist/needle-engine.bundle.light.umd.cjs +84 -84
  9. package/dist/needle-engine.bundle.min.js +89 -89
  10. package/dist/needle-engine.bundle.umd.cjs +79 -79
  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 +382 -380
  66. package/lib/engine/engine_components.js.map +1 -1
  67. package/lib/engine/engine_components_internal.d.ts +9 -9
  68. package/lib/engine/engine_components_internal.js +36 -36
  69. package/lib/engine/engine_constants.d.ts +10 -10
  70. package/lib/engine/engine_constants.js +41 -41
  71. package/lib/engine/engine_context.d.ts +345 -345
  72. package/lib/engine/engine_context.js +1515 -1515
  73. package/lib/engine/engine_context_registry.d.ts +71 -71
  74. package/lib/engine/engine_context_registry.js +117 -117
  75. package/lib/engine/engine_coroutine.d.ts +35 -35
  76. package/lib/engine/engine_coroutine.js +52 -52
  77. package/lib/engine/engine_create_objects.d.ts +118 -118
  78. package/lib/engine/engine_create_objects.js +308 -308
  79. package/lib/engine/engine_default_parameters.d.ts +2 -2
  80. package/lib/engine/engine_default_parameters.js +3 -3
  81. package/lib/engine/engine_editor-sync.d.ts +21 -21
  82. package/lib/engine/engine_editor-sync.js +4 -4
  83. package/lib/engine/engine_element.d.ts +113 -113
  84. package/lib/engine/engine_element.js +829 -830
  85. package/lib/engine/engine_element.js.map +1 -1
  86. package/lib/engine/engine_element_attributes.d.ts +72 -72
  87. package/lib/engine/engine_element_attributes.js +1 -1
  88. package/lib/engine/engine_element_extras.d.ts +6 -6
  89. package/lib/engine/engine_element_extras.js +13 -13
  90. package/lib/engine/engine_element_loading.d.ts +44 -44
  91. package/lib/engine/engine_element_loading.js +349 -349
  92. package/lib/engine/engine_element_overlay.d.ts +21 -21
  93. package/lib/engine/engine_element_overlay.js +166 -166
  94. package/lib/engine/engine_fileloader.d.ts +2 -2
  95. package/lib/engine/engine_fileloader.js +8 -8
  96. package/lib/engine/engine_gameobject.d.ts +68 -68
  97. package/lib/engine/engine_gameobject.js +591 -591
  98. package/lib/engine/engine_generic_utils.d.ts +1 -1
  99. package/lib/engine/engine_generic_utils.js +13 -13
  100. package/lib/engine/engine_gizmos.d.ts +149 -149
  101. package/lib/engine/engine_gizmos.js +530 -530
  102. package/lib/engine/engine_gltf.d.ts +12 -12
  103. package/lib/engine/engine_gltf.js +15 -15
  104. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  105. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  106. package/lib/engine/engine_hot_reload.d.ts +7 -7
  107. package/lib/engine/engine_hot_reload.js +184 -184
  108. package/lib/engine/engine_input.d.ts +352 -352
  109. package/lib/engine/engine_input.js +1265 -1265
  110. package/lib/engine/engine_input_utils.d.ts +2 -2
  111. package/lib/engine/engine_input_utils.js +22 -22
  112. package/lib/engine/engine_instancing.d.ts +19 -19
  113. package/lib/engine/engine_instancing.js +39 -39
  114. package/lib/engine/engine_license.d.ts +9 -9
  115. package/lib/engine/engine_license.js +320 -320
  116. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  117. package/lib/engine/engine_lifecycle_api.js +99 -99
  118. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  119. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  120. package/lib/engine/engine_lightdata.d.ts +23 -23
  121. package/lib/engine/engine_lightdata.js +91 -91
  122. package/lib/engine/engine_loaders.d.ts +13 -13
  123. package/lib/engine/engine_loaders.js +62 -62
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +252 -252
  133. package/lib/engine/engine_networking.js +743 -743
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +212 -212
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1432 -1432
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_scenetools.d.ts +50 -50
  167. package/lib/engine/engine_scenetools.js +321 -321
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +85 -85
  173. package/lib/engine/engine_serialization_core.js +602 -602
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +201 -201
  187. package/lib/engine/engine_three_utils.js +731 -731
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +2 -2
  193. package/lib/engine/engine_tonemapping.js +194 -194
  194. package/lib/engine/engine_types.d.ts +572 -572
  195. package/lib/engine/engine_types.js +88 -88
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +266 -266
  201. package/lib/engine/engine_utils.js +878 -878
  202. package/lib/engine/engine_utils_format.d.ts +21 -21
  203. package/lib/engine/engine_utils_format.js +193 -193
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +513 -513
  206. package/lib/engine/engine_utils_screenshot.js.map +1 -1
  207. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  208. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  209. package/lib/engine/engine_web_api.d.ts +12 -0
  210. package/lib/engine/engine_web_api.js +113 -0
  211. package/lib/engine/engine_web_api.js.map +1 -0
  212. package/lib/engine/engine_xr.d.ts +1 -1
  213. package/lib/engine/engine_xr.js +1 -1
  214. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  215. package/lib/engine/export/gltf/Writers.js +24 -24
  216. package/lib/engine/export/gltf/index.d.ts +11 -11
  217. package/lib/engine/export/gltf/index.js +123 -123
  218. package/lib/engine/export/index.d.ts +2 -2
  219. package/lib/engine/export/index.js +2 -2
  220. package/lib/engine/export/state.d.ts +7 -7
  221. package/lib/engine/export/state.js +17 -17
  222. package/lib/engine/export/utils.d.ts +2 -2
  223. package/lib/engine/export/utils.js +7 -7
  224. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  225. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  226. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  227. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  228. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  229. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  230. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  231. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  232. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  233. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  234. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  235. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  236. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  237. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  238. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  239. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  240. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  241. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  242. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  243. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  244. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  245. package/lib/engine/extensions/extension_resolver.js +1 -1
  246. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  247. package/lib/engine/extensions/extension_utils.js +152 -152
  248. package/lib/engine/extensions/extensions.d.ts +31 -31
  249. package/lib/engine/extensions/extensions.js +103 -103
  250. package/lib/engine/extensions/index.d.ts +6 -6
  251. package/lib/engine/extensions/index.js +6 -6
  252. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  253. package/lib/engine/extensions/usage_tracker.js +65 -65
  254. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  255. package/lib/engine/js-extensions/Camera.js +39 -39
  256. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  257. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  258. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  259. package/lib/engine/js-extensions/Layers.js +22 -22
  260. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  261. package/lib/engine/js-extensions/Object3D.js +136 -136
  262. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  263. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  264. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  265. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  266. package/lib/engine/js-extensions/Vector.js +13 -13
  267. package/lib/engine/js-extensions/index.d.ts +5 -5
  268. package/lib/engine/js-extensions/index.js +5 -5
  269. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  270. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  271. package/lib/engine/shaders/shaderData.d.ts +55 -55
  272. package/lib/engine/shaders/shaderData.js +58 -58
  273. package/lib/engine/tests/test_utils.d.ts +2 -2
  274. package/lib/engine/tests/test_utils.js +53 -53
  275. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  276. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  277. package/lib/engine/webcomponents/api.d.ts +5 -5
  278. package/lib/engine/webcomponents/api.js +4 -4
  279. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  280. package/lib/engine/webcomponents/buttons.js +237 -237
  281. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  282. package/lib/engine/webcomponents/fonts.js +32 -32
  283. package/lib/engine/webcomponents/icons.d.ts +9 -9
  284. package/lib/engine/webcomponents/icons.js +52 -52
  285. package/lib/engine/webcomponents/index.d.ts +1 -1
  286. package/lib/engine/webcomponents/index.js +1 -1
  287. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  288. package/lib/engine/webcomponents/logo-element.js +67 -67
  289. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  290. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  291. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  292. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  293. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  294. package/lib/engine/webcomponents/needle-button.js +161 -161
  295. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  296. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  297. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  298. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  299. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  300. package/lib/engine/xr/NeedleXRSync.js +188 -188
  301. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  302. package/lib/engine/xr/SceneTransition.js +69 -69
  303. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  304. package/lib/engine/xr/TempXRContext.js +187 -187
  305. package/lib/engine/xr/XRRig.d.ts +7 -7
  306. package/lib/engine/xr/XRRig.js +1 -1
  307. package/lib/engine/xr/api.d.ts +6 -6
  308. package/lib/engine/xr/api.js +6 -6
  309. package/lib/engine/xr/events.d.ts +66 -66
  310. package/lib/engine/xr/events.js +93 -93
  311. package/lib/engine/xr/internal.d.ts +12 -12
  312. package/lib/engine/xr/internal.js +25 -25
  313. package/lib/engine/xr/usdz.d.ts +12 -12
  314. package/lib/engine/xr/usdz.js +29 -29
  315. package/lib/engine/xr/utils.d.ts +11 -11
  316. package/lib/engine/xr/utils.js +34 -34
  317. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  318. package/lib/engine-components/AlignmentConstraint.js +39 -39
  319. package/lib/engine-components/Animation.d.ts +156 -156
  320. package/lib/engine-components/Animation.js +508 -508
  321. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  322. package/lib/engine-components/AnimationCurve.js +159 -159
  323. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  324. package/lib/engine-components/AnimationUtils.js +27 -27
  325. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  326. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  327. package/lib/engine-components/Animator.d.ts +217 -217
  328. package/lib/engine-components/Animator.js +354 -354
  329. package/lib/engine-components/AnimatorController.d.ts +227 -227
  330. package/lib/engine-components/AnimatorController.js +1152 -1152
  331. package/lib/engine-components/AudioListener.d.ts +33 -33
  332. package/lib/engine-components/AudioListener.js +86 -86
  333. package/lib/engine-components/AudioSource.d.ts +217 -217
  334. package/lib/engine-components/AudioSource.js +627 -627
  335. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  336. package/lib/engine-components/AvatarLoader.js +231 -231
  337. package/lib/engine-components/AxesHelper.d.ts +32 -32
  338. package/lib/engine-components/AxesHelper.js +67 -67
  339. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  340. package/lib/engine-components/BasicIKConstraint.js +43 -43
  341. package/lib/engine-components/BoxCollider.d.ts +2 -2
  342. package/lib/engine-components/BoxCollider.js +2 -2
  343. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  344. package/lib/engine-components/BoxHelperComponent.js +102 -102
  345. package/lib/engine-components/Camera.d.ts +231 -231
  346. package/lib/engine-components/Camera.js +700 -694
  347. package/lib/engine-components/Camera.js.map +1 -1
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  1020. package/src/engine-schemes/dist/api.js.meta +7 -0
  1021. package/src/engine-schemes/dist/schemes.js +25 -0
  1022. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1023. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1024. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1025. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1026. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1027. package/src/engine-schemes/dist/transform.js +46 -0
  1028. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vec2.js +32 -0
  1030. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1031. package/src/engine-schemes/dist/vec3.js +36 -0
  1032. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1033. package/src/engine-schemes/dist/vec4.js +40 -0
  1034. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1035. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1036. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1037. package/src/engine-schemes/schemes.ts +28 -28
  1038. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1039. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1040. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1041. package/src/engine-schemes/transform.ts +50 -50
  1042. package/src/engine-schemes/transforms.fbs +25 -25
  1043. package/src/engine-schemes/vec.fbs +19 -19
  1044. package/src/engine-schemes/vec2.ts +33 -33
  1045. package/src/engine-schemes/vec3.ts +38 -38
  1046. package/src/engine-schemes/vec4.ts +43 -43
  1047. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1048. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1049. package/src/include/draco/draco_decoder.js +34 -34
  1050. package/src/include/ktx2/basis_transcoder.js +21 -21
  1051. package/src/include/needle/arial-msdf.json +1471 -1471
  1052. package/src/include/three/DragControls.js +231 -231
  1053. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1054. package/src/needle-engine.ts +70 -70
@@ -1,558 +1,558 @@
1
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
-
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import { FrameEvent } from "../engine/engine_setup.js";
5
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
- import type { ILight } from "../engine/engine_types.js";
7
- import { getParam } from "../engine/engine_utils.js";
8
- import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
- import { Behaviour, GameObject } from "./Component.js";
10
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
-
12
- // https://threejs.org/examples/webgl_shadowmap_csm.html
13
-
14
-
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
-
19
- function toRadians(degrees) {
20
- return degrees * Math.PI / 180;
21
- }
22
-
23
- const shadowMaxDistance = 300;
24
- const debug = getParam("debuglights");
25
-
26
-
27
- /**
28
- * Defines the type of light in a scene.
29
- */
30
- export enum LightType {
31
- /** Spot light that emits light in a cone shape */
32
- Spot = 0,
33
- /** Directional light that emits parallel light rays in a specific direction */
34
- Directional = 1,
35
- /** Point light that emits light in all directions from a single point */
36
- Point = 2,
37
- /** Area light */
38
- Area = 3,
39
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
- Rectangle = 3,
41
- /** Disc shaped area light that only affects baked lightmaps and light probes */
42
- Disc = 4,
43
- }
44
-
45
- /**
46
- * Defines how a light contributes to the scene lighting.
47
- */
48
- export enum LightmapBakeType {
49
- /** Light affects the scene in real-time with no baking */
50
- Realtime = 4,
51
- /** Light is completely baked into lightmaps and light probes */
52
- Baked = 2,
53
- /** Combines aspects of realtime and baked lighting */
54
- Mixed = 1,
55
- }
56
-
57
- /**
58
- * Defines the shadow casting options for a Light.
59
- * @enum {number}
60
- */
61
- enum LightShadows {
62
- /** No shadows are cast */
63
- None = 0,
64
- /** Hard-edged shadows without filtering */
65
- Hard = 1,
66
- /** Soft shadows with PCF filtering */
67
- Soft = 2,
68
- }
69
-
70
- /**
71
- * The Light component creates a light source in the scene.
72
- * Supports directional, spot, and point light types with various customization options.
73
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
- *
75
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
- * additional console output and visual helpers for lights.
77
- *
78
- * @category Rendering
79
- * @group Components
80
- */
81
- export class Light extends Behaviour implements ILight {
82
-
83
- /**
84
- * The type of light (spot, directional, point, etc.)
85
- */
86
- @serializable()
87
- private type: LightType = 0;
88
-
89
- /**
90
- * The maximum distance the light affects
91
- */
92
- public range: number = 1;
93
-
94
- /**
95
- * The full outer angle of the spotlight cone in degrees
96
- */
97
- public spotAngle: number = 1;
98
-
99
- /**
100
- * The angle of the inner cone in degrees for soft-edge spotlights
101
- */
102
- public innerSpotAngle: number = 1;
103
-
104
- /**
105
- * The color of the light
106
- */
107
- @serializable(Color)
108
- set color(val: Color) {
109
- this._color = val;
110
- if (this.light !== undefined) {
111
- this.light.color = val;
112
- }
113
- }
114
- get color(): Color {
115
- if (this.light) return this.light.color;
116
- return this._color;
117
- }
118
- public _color: Color = new Color(0xffffff);
119
-
120
- /**
121
- * The near plane distance for shadow projection
122
- */
123
- @serializable()
124
- set shadowNearPlane(val: number) {
125
- if (val === this._shadowNearPlane) return;
126
- this._shadowNearPlane = val;
127
- if (this.light?.shadow?.camera !== undefined) {
128
- const cam = this.light.shadow.camera as OrthographicCamera;
129
- cam.near = val;
130
- }
131
- }
132
- get shadowNearPlane(): number { return this._shadowNearPlane; }
133
- private _shadowNearPlane: number = .1;
134
-
135
- /**
136
- * Shadow bias value to reduce shadow acne and peter-panning
137
- */
138
- @serializable()
139
- set shadowBias(val: number) {
140
- if (val === this._shadowBias) return;
141
- this._shadowBias = val;
142
- if (this.light?.shadow?.bias !== undefined) {
143
- this.light.shadow.bias = val;
144
- this.light.shadow.needsUpdate = true;
145
- }
146
- }
147
- get shadowBias(): number { return this._shadowBias; }
148
- private _shadowBias: number = 0;
149
-
150
- /**
151
- * Shadow normal bias to reduce shadow acne on sloped surfaces
152
- */
153
- @serializable()
154
- set shadowNormalBias(val: number) {
155
- if (val === this._shadowNormalBias) return;
156
- this._shadowNormalBias = val;
157
- if (this.light?.shadow?.normalBias !== undefined) {
158
- this.light.shadow.normalBias = val;
159
- this.light.shadow.needsUpdate = true;
160
- }
161
- }
162
- get shadowNormalBias(): number { return this._shadowNormalBias; }
163
- private _shadowNormalBias: number = 0;
164
-
165
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
- private _overrideShadowBiasSettings: boolean = false;
167
-
168
- /**
169
- * Shadow casting mode (None, Hard, or Soft)
170
- */
171
- @serializable()
172
- set shadows(val: LightShadows) {
173
- this._shadows = val;
174
- if (this.light) {
175
- this.light.castShadow = val !== LightShadows.None;
176
- this.updateShadowSoftHard();
177
- }
178
- }
179
- get shadows(): LightShadows { return this._shadows; }
180
- private _shadows: LightShadows = 1;
181
-
182
- /**
183
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
- */
185
- @serializable()
186
- private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
-
188
- /**
189
- * Brightness of the light. In WebXR experiences, the intensity is automatically
190
- * adjusted based on the AR session scale to maintain consistent lighting.
191
- */
192
- @serializable()
193
- set intensity(val: number) {
194
- this._intensity = val;
195
- if (this.light) {
196
- let factor: number = 1;
197
- if (this.context.isInXR && this._webARRoot) {
198
- const scaleFactor = this._webARRoot?.arScale;
199
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
- factor /= scaleFactor;
201
- }
202
- }
203
- this.light.intensity = val * factor;
204
- }
205
- if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
- }
207
- get intensity(): number { return this._intensity; }
208
- private _intensity: number = -1;
209
-
210
- /**
211
- * Maximum distance the shadow is projected
212
- */
213
- @serializable()
214
- get shadowDistance(): number {
215
- const light = this.light;
216
- if (light?.shadow) {
217
- const cam = light.shadow.camera as OrthographicCamera;
218
- return cam.far;
219
- }
220
- return -1;
221
- }
222
- set shadowDistance(val: number) {
223
- this._shadowDistance = val;
224
- const light = this.light;
225
- if (light?.shadow) {
226
- const cam = light.shadow.camera as OrthographicCamera;
227
- cam.far = val;
228
- cam.updateProjectionMatrix();
229
- }
230
- }
231
- private _shadowDistance?: number;
232
- // set from additional component
233
- private shadowWidth?: number;
234
- private shadowHeight?: number;
235
-
236
- /**
237
- * Resolution of the shadow map in pixels (width and height)
238
- */
239
- @serializable()
240
- get shadowResolution(): number {
241
- const light = this.light;
242
- if (light?.shadow) {
243
- return light.shadow.mapSize.x;
244
- }
245
- return -1;
246
- }
247
- set shadowResolution(val: number) {
248
- if (val === this._shadowResolution) return;
249
- this._shadowResolution = val;
250
- const light = this.light;
251
- if (light?.shadow) {
252
- light.shadow.mapSize.set(val, val);
253
- light.shadow.needsUpdate = true;
254
- }
255
- }
256
- private _shadowResolution?: number = undefined;
257
-
258
- /**
259
- * Whether this light's illumination is entirely baked into lightmaps
260
- */
261
- get isBaked() {
262
- return this.lightmapBakeType === LightmapBakeType.Baked;
263
- }
264
-
265
- /**
266
- * Checks if the GameObject itself is a {@link ThreeLight} object
267
- */
268
- private get selfIsLight(): boolean {
269
- if (this.gameObject["isLight"] === true) return true;
270
- switch (this.gameObject.type) {
271
- case "SpotLight":
272
- case "PointLight":
273
- case "DirectionalLight":
274
- return true;
275
- }
276
- return false;
277
- }
278
-
279
- /**
280
- * The underlying three.js {@link ThreeLight} instance
281
- */
282
- private light: ThreeLight | undefined = undefined;
283
-
284
- /**
285
- * Gets the world position of the light
286
- * @param vec Vector3 to store the result
287
- * @returns The world position as a Vector3
288
- */
289
- public getWorldPosition(vec: Vector3): Vector3 {
290
- if (this.light) {
291
- if (this.type === LightType.Directional) {
292
- return this.light.getWorldPosition(vec).multiplyScalar(1);
293
- }
294
- return this.light.getWorldPosition(vec);
295
- }
296
- return vec;
297
- }
298
-
299
- // public updateIntensity() {
300
- // this.intensity = this._intensity;
301
- // }
302
-
303
- awake() {
304
- this.color = new Color(this.color ?? 0xffffff);
305
- if (debug) console.log(this.name, this);
306
- }
307
-
308
- onEnable(): void {
309
- if (debug) console.log("ENABLE LIGHT", this.name);
310
- this.createLight();
311
- if (this.isBaked) return;
312
- else if (this.light) {
313
- this.light.visible = true;
314
- this.light.intensity = this._intensity;
315
- if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
- if (this.selfIsLight) {
317
- // nothing to do
318
- }
319
- else if (this.light.parent !== this.gameObject)
320
- this.gameObject.add(this.light);
321
- }
322
- if (this.type === LightType.Directional)
323
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
- }
325
-
326
- onDisable() {
327
- if (debug) console.log("DISABLE LIGHT", this.name);
328
- if (this.light) {
329
- if (this.selfIsLight)
330
- this.light.intensity = 0;
331
- else
332
- this.light.visible = false;
333
- }
334
- }
335
-
336
- private _webXRStartedListener?: Function;
337
- private _webXREndedListener?: Function;
338
- private _webARRoot?: WebARSessionRoot;
339
-
340
- onEnterXR(_args: NeedleXREventArgs): void {
341
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
- }
344
-
345
- // private *_updateLightIntensityInARRoutine() {
346
- // while (this.context.isInAR) {
347
- // yield;
348
- // // this.updateIntensity();
349
- // for (let i = 0; i < 30; i++) yield;
350
- // }
351
- // }
352
-
353
- onLeaveXR(_args: NeedleXREventArgs): void {
354
- // this.updateIntensity();
355
- }
356
-
357
- /**
358
- * Creates the appropriate three.js light based on the configured light type
359
- * and applies all settings like shadows, intensity, and color.
360
- */
361
- createLight() {
362
- const lightAlreadyCreated = this.selfIsLight;
363
-
364
- if (lightAlreadyCreated && !this.light) {
365
- this.light = this.gameObject as unknown as ThreeLight;
366
- this.light.name = this.name;
367
- this._intensity = this.light.intensity;
368
-
369
- switch (this.type) {
370
- case LightType.Directional:
371
- this.setDirectionalLight(this.light as DirectionalLight);
372
- break;
373
- }
374
- }
375
- else if (!this.light) {
376
- switch (this.type) {
377
- case LightType.Directional:
378
- // console.log(this);
379
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
- // directional light target is at 0 0 0 by default
381
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
- this.gameObject.add(dirLight.target);
383
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
- this.light = dirLight;
385
- this.gameObject.position.set(0, 0, 0);
386
- this.gameObject.rotation.set(0, 0, 0);
387
-
388
- if (debug) {
389
- const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
- this.context.scene.add(spotLightHelper);
391
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
- // this.context.scene.add(bh);
393
- }
394
- break;
395
-
396
- case LightType.Spot:
397
- const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
398
- spotLight.position.set(0, 0, 0);
399
- spotLight.rotation.set(0, 0, 0);
400
-
401
- this.light = spotLight;
402
- const spotLightTarget = spotLight.target;
403
- spotLight.add(spotLightTarget);
404
- spotLightTarget.position.set(0, 0, this.range);
405
- spotLightTarget.rotation.set(0, 0, 0);
406
- break;
407
-
408
- case LightType.Point:
409
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
- this.light = pointLight;
411
-
412
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
- // scene.add(pointHelper);
414
- break;
415
- }
416
- }
417
-
418
-
419
- if (this.light) {
420
- if (this._intensity >= 0)
421
- this.light.intensity = this._intensity;
422
- else
423
- this._intensity = this.light.intensity;
424
-
425
- if (this.shadows !== LightShadows.None) {
426
- this.light.castShadow = true;
427
- }
428
- else this.light.castShadow = false;
429
-
430
- if (this.light.shadow) {
431
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
- this.light.shadow.mapSize.width = this._shadowResolution;
434
- this.light.shadow.mapSize.height = this._shadowResolution;
435
- }
436
- else {
437
- this.light.shadow.mapSize.width = 2048;
438
- this.light.shadow.mapSize.height = 2048;
439
- }
440
- // this.light.shadow.needsUpdate = true;
441
- // console.log(this.light.shadow.mapSize);
442
- // return;
443
-
444
- if (debug)
445
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
-
447
- this.light.shadow.bias = this.shadowBias;
448
- this.light.shadow.normalBias = this.shadowNormalBias;
449
-
450
- this.updateShadowSoftHard();
451
-
452
- const cam = this.light.shadow.camera as OrthographicCamera;
453
- cam.near = this.shadowNearPlane;
454
- // use shadow distance that was set explictly (if any)
455
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
- cam.far = this._shadowDistance;
457
- else // otherwise fallback to object scale and max distance
458
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
-
460
- // width and height
461
- this.gameObject.scale.set(1, 1, 1);
462
- if (this.shadowWidth !== undefined) {
463
- cam.left = -this.shadowWidth / 2;
464
- cam.right = this.shadowWidth / 2;
465
- }
466
- else {
467
- const sx = this.gameObject.scale.x;
468
- cam.left *= sx;
469
- cam.right *= sx;
470
- }
471
- if (this.shadowHeight !== undefined) {
472
- cam.top = this.shadowHeight / 2;
473
- cam.bottom = -this.shadowHeight / 2;
474
- }
475
- else {
476
- const sy = this.gameObject.scale.y;
477
- cam.top *= sy;
478
- cam.bottom *= sy;
479
- }
480
- this.light.shadow.needsUpdate = true;
481
-
482
- if (debug)
483
- this.context.scene.add(new CameraHelper(cam));
484
- }
485
-
486
-
487
-
488
- if (this.isBaked) {
489
- this.light.removeFromParent();
490
- }
491
- else if (!lightAlreadyCreated)
492
- this.gameObject.add(this.light);
493
- }
494
-
495
- }
496
-
497
- /**
498
- * Coroutine that updates the main light reference in the context
499
- * if this directional light should be the main light
500
- */
501
- *updateMainLightRoutine() {
502
- while (true) {
503
- if (this.type === LightType.Directional) {
504
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
- this.context.mainLight = this;
506
- }
507
- yield;
508
- }
509
- break;
510
- }
511
- }
512
-
513
- /**
514
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
- */
516
- static allowChangingRendererShadowMapType: boolean = true;
517
-
518
- /**
519
- * Updates shadow settings based on whether the shadows are set to hard or soft
520
- */
521
- private updateShadowSoftHard() {
522
- if (!this.light) return;
523
- if (!this.light.shadow) return;
524
- if (this.shadows === LightShadows.Soft) {
525
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
- // this.light.shadow.radius = radius;
528
- // this.light.shadow.blurSamples = samples;
529
- // if (isMobileDevice()) {
530
- // this.light.shadow.radius *= .5;
531
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
- // }
533
- // if (Light.allowChangingRendererShadowMapType) {
534
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
536
- // this.context.renderer.shadowMap.type = VSMShadowMap;
537
- // }
538
- // }
539
- }
540
- else {
541
- this.light.shadow.radius = 1;
542
- this.light.shadow.blurSamples = 1;
543
- }
544
- }
545
-
546
- /**
547
- * Configures a directional light by adding and positioning its target
548
- * @param dirLight The directional light to set up
549
- */
550
- private setDirectionalLight(dirLight: DirectionalLight) {
551
- dirLight.add(dirLight.target);
552
- dirLight.target.position.set(0, 0, -1);
553
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
- }
555
- }
556
-
557
- const vec = new Vector3(0, 0, 0);
558
-
1
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
+
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import { FrameEvent } from "../engine/engine_setup.js";
5
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
+ import type { ILight } from "../engine/engine_types.js";
7
+ import { getParam } from "../engine/engine_utils.js";
8
+ import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
+ import { Behaviour, GameObject } from "./Component.js";
10
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
+
12
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
13
+
14
+
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+
19
+ function toRadians(degrees) {
20
+ return degrees * Math.PI / 180;
21
+ }
22
+
23
+ const shadowMaxDistance = 300;
24
+ const debug = getParam("debuglights");
25
+
26
+
27
+ /**
28
+ * Defines the type of light in a scene.
29
+ */
30
+ export enum LightType {
31
+ /** Spot light that emits light in a cone shape */
32
+ Spot = 0,
33
+ /** Directional light that emits parallel light rays in a specific direction */
34
+ Directional = 1,
35
+ /** Point light that emits light in all directions from a single point */
36
+ Point = 2,
37
+ /** Area light */
38
+ Area = 3,
39
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
+ Rectangle = 3,
41
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
42
+ Disc = 4,
43
+ }
44
+
45
+ /**
46
+ * Defines how a light contributes to the scene lighting.
47
+ */
48
+ export enum LightmapBakeType {
49
+ /** Light affects the scene in real-time with no baking */
50
+ Realtime = 4,
51
+ /** Light is completely baked into lightmaps and light probes */
52
+ Baked = 2,
53
+ /** Combines aspects of realtime and baked lighting */
54
+ Mixed = 1,
55
+ }
56
+
57
+ /**
58
+ * Defines the shadow casting options for a Light.
59
+ * @enum {number}
60
+ */
61
+ enum LightShadows {
62
+ /** No shadows are cast */
63
+ None = 0,
64
+ /** Hard-edged shadows without filtering */
65
+ Hard = 1,
66
+ /** Soft shadows with PCF filtering */
67
+ Soft = 2,
68
+ }
69
+
70
+ /**
71
+ * The Light component creates a light source in the scene.
72
+ * Supports directional, spot, and point light types with various customization options.
73
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
+ *
75
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
+ * additional console output and visual helpers for lights.
77
+ *
78
+ * @category Rendering
79
+ * @group Components
80
+ */
81
+ export class Light extends Behaviour implements ILight {
82
+
83
+ /**
84
+ * The type of light (spot, directional, point, etc.)
85
+ */
86
+ @serializable()
87
+ private type: LightType = 0;
88
+
89
+ /**
90
+ * The maximum distance the light affects
91
+ */
92
+ public range: number = 1;
93
+
94
+ /**
95
+ * The full outer angle of the spotlight cone in degrees
96
+ */
97
+ public spotAngle: number = 1;
98
+
99
+ /**
100
+ * The angle of the inner cone in degrees for soft-edge spotlights
101
+ */
102
+ public innerSpotAngle: number = 1;
103
+
104
+ /**
105
+ * The color of the light
106
+ */
107
+ @serializable(Color)
108
+ set color(val: Color) {
109
+ this._color = val;
110
+ if (this.light !== undefined) {
111
+ this.light.color = val;
112
+ }
113
+ }
114
+ get color(): Color {
115
+ if (this.light) return this.light.color;
116
+ return this._color;
117
+ }
118
+ public _color: Color = new Color(0xffffff);
119
+
120
+ /**
121
+ * The near plane distance for shadow projection
122
+ */
123
+ @serializable()
124
+ set shadowNearPlane(val: number) {
125
+ if (val === this._shadowNearPlane) return;
126
+ this._shadowNearPlane = val;
127
+ if (this.light?.shadow?.camera !== undefined) {
128
+ const cam = this.light.shadow.camera as OrthographicCamera;
129
+ cam.near = val;
130
+ }
131
+ }
132
+ get shadowNearPlane(): number { return this._shadowNearPlane; }
133
+ private _shadowNearPlane: number = .1;
134
+
135
+ /**
136
+ * Shadow bias value to reduce shadow acne and peter-panning
137
+ */
138
+ @serializable()
139
+ set shadowBias(val: number) {
140
+ if (val === this._shadowBias) return;
141
+ this._shadowBias = val;
142
+ if (this.light?.shadow?.bias !== undefined) {
143
+ this.light.shadow.bias = val;
144
+ this.light.shadow.needsUpdate = true;
145
+ }
146
+ }
147
+ get shadowBias(): number { return this._shadowBias; }
148
+ private _shadowBias: number = 0;
149
+
150
+ /**
151
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
152
+ */
153
+ @serializable()
154
+ set shadowNormalBias(val: number) {
155
+ if (val === this._shadowNormalBias) return;
156
+ this._shadowNormalBias = val;
157
+ if (this.light?.shadow?.normalBias !== undefined) {
158
+ this.light.shadow.normalBias = val;
159
+ this.light.shadow.needsUpdate = true;
160
+ }
161
+ }
162
+ get shadowNormalBias(): number { return this._shadowNormalBias; }
163
+ private _shadowNormalBias: number = 0;
164
+
165
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
+ private _overrideShadowBiasSettings: boolean = false;
167
+
168
+ /**
169
+ * Shadow casting mode (None, Hard, or Soft)
170
+ */
171
+ @serializable()
172
+ set shadows(val: LightShadows) {
173
+ this._shadows = val;
174
+ if (this.light) {
175
+ this.light.castShadow = val !== LightShadows.None;
176
+ this.updateShadowSoftHard();
177
+ }
178
+ }
179
+ get shadows(): LightShadows { return this._shadows; }
180
+ private _shadows: LightShadows = 1;
181
+
182
+ /**
183
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
+ */
185
+ @serializable()
186
+ private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
+
188
+ /**
189
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
190
+ * adjusted based on the AR session scale to maintain consistent lighting.
191
+ */
192
+ @serializable()
193
+ set intensity(val: number) {
194
+ this._intensity = val;
195
+ if (this.light) {
196
+ let factor: number = 1;
197
+ if (this.context.isInXR && this._webARRoot) {
198
+ const scaleFactor = this._webARRoot?.arScale;
199
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
+ factor /= scaleFactor;
201
+ }
202
+ }
203
+ this.light.intensity = val * factor;
204
+ }
205
+ if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
+ }
207
+ get intensity(): number { return this._intensity; }
208
+ private _intensity: number = -1;
209
+
210
+ /**
211
+ * Maximum distance the shadow is projected
212
+ */
213
+ @serializable()
214
+ get shadowDistance(): number {
215
+ const light = this.light;
216
+ if (light?.shadow) {
217
+ const cam = light.shadow.camera as OrthographicCamera;
218
+ return cam.far;
219
+ }
220
+ return -1;
221
+ }
222
+ set shadowDistance(val: number) {
223
+ this._shadowDistance = val;
224
+ const light = this.light;
225
+ if (light?.shadow) {
226
+ const cam = light.shadow.camera as OrthographicCamera;
227
+ cam.far = val;
228
+ cam.updateProjectionMatrix();
229
+ }
230
+ }
231
+ private _shadowDistance?: number;
232
+ // set from additional component
233
+ private shadowWidth?: number;
234
+ private shadowHeight?: number;
235
+
236
+ /**
237
+ * Resolution of the shadow map in pixels (width and height)
238
+ */
239
+ @serializable()
240
+ get shadowResolution(): number {
241
+ const light = this.light;
242
+ if (light?.shadow) {
243
+ return light.shadow.mapSize.x;
244
+ }
245
+ return -1;
246
+ }
247
+ set shadowResolution(val: number) {
248
+ if (val === this._shadowResolution) return;
249
+ this._shadowResolution = val;
250
+ const light = this.light;
251
+ if (light?.shadow) {
252
+ light.shadow.mapSize.set(val, val);
253
+ light.shadow.needsUpdate = true;
254
+ }
255
+ }
256
+ private _shadowResolution?: number = undefined;
257
+
258
+ /**
259
+ * Whether this light's illumination is entirely baked into lightmaps
260
+ */
261
+ get isBaked() {
262
+ return this.lightmapBakeType === LightmapBakeType.Baked;
263
+ }
264
+
265
+ /**
266
+ * Checks if the GameObject itself is a {@link ThreeLight} object
267
+ */
268
+ private get selfIsLight(): boolean {
269
+ if (this.gameObject["isLight"] === true) return true;
270
+ switch (this.gameObject.type) {
271
+ case "SpotLight":
272
+ case "PointLight":
273
+ case "DirectionalLight":
274
+ return true;
275
+ }
276
+ return false;
277
+ }
278
+
279
+ /**
280
+ * The underlying three.js {@link ThreeLight} instance
281
+ */
282
+ private light: ThreeLight | undefined = undefined;
283
+
284
+ /**
285
+ * Gets the world position of the light
286
+ * @param vec Vector3 to store the result
287
+ * @returns The world position as a Vector3
288
+ */
289
+ public getWorldPosition(vec: Vector3): Vector3 {
290
+ if (this.light) {
291
+ if (this.type === LightType.Directional) {
292
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
293
+ }
294
+ return this.light.getWorldPosition(vec);
295
+ }
296
+ return vec;
297
+ }
298
+
299
+ // public updateIntensity() {
300
+ // this.intensity = this._intensity;
301
+ // }
302
+
303
+ awake() {
304
+ this.color = new Color(this.color ?? 0xffffff);
305
+ if (debug) console.log(this.name, this);
306
+ }
307
+
308
+ onEnable(): void {
309
+ if (debug) console.log("ENABLE LIGHT", this.name);
310
+ this.createLight();
311
+ if (this.isBaked) return;
312
+ else if (this.light) {
313
+ this.light.visible = true;
314
+ this.light.intensity = this._intensity;
315
+ if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
+ if (this.selfIsLight) {
317
+ // nothing to do
318
+ }
319
+ else if (this.light.parent !== this.gameObject)
320
+ this.gameObject.add(this.light);
321
+ }
322
+ if (this.type === LightType.Directional)
323
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
+ }
325
+
326
+ onDisable() {
327
+ if (debug) console.log("DISABLE LIGHT", this.name);
328
+ if (this.light) {
329
+ if (this.selfIsLight)
330
+ this.light.intensity = 0;
331
+ else
332
+ this.light.visible = false;
333
+ }
334
+ }
335
+
336
+ private _webXRStartedListener?: Function;
337
+ private _webXREndedListener?: Function;
338
+ private _webARRoot?: WebARSessionRoot;
339
+
340
+ onEnterXR(_args: NeedleXREventArgs): void {
341
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
+ }
344
+
345
+ // private *_updateLightIntensityInARRoutine() {
346
+ // while (this.context.isInAR) {
347
+ // yield;
348
+ // // this.updateIntensity();
349
+ // for (let i = 0; i < 30; i++) yield;
350
+ // }
351
+ // }
352
+
353
+ onLeaveXR(_args: NeedleXREventArgs): void {
354
+ // this.updateIntensity();
355
+ }
356
+
357
+ /**
358
+ * Creates the appropriate three.js light based on the configured light type
359
+ * and applies all settings like shadows, intensity, and color.
360
+ */
361
+ createLight() {
362
+ const lightAlreadyCreated = this.selfIsLight;
363
+
364
+ if (lightAlreadyCreated && !this.light) {
365
+ this.light = this.gameObject as unknown as ThreeLight;
366
+ this.light.name = this.name;
367
+ this._intensity = this.light.intensity;
368
+
369
+ switch (this.type) {
370
+ case LightType.Directional:
371
+ this.setDirectionalLight(this.light as DirectionalLight);
372
+ break;
373
+ }
374
+ }
375
+ else if (!this.light) {
376
+ switch (this.type) {
377
+ case LightType.Directional:
378
+ // console.log(this);
379
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
+ // directional light target is at 0 0 0 by default
381
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
+ this.gameObject.add(dirLight.target);
383
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
+ this.light = dirLight;
385
+ this.gameObject.position.set(0, 0, 0);
386
+ this.gameObject.rotation.set(0, 0, 0);
387
+
388
+ if (debug) {
389
+ const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
+ this.context.scene.add(spotLightHelper);
391
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
+ // this.context.scene.add(bh);
393
+ }
394
+ break;
395
+
396
+ case LightType.Spot:
397
+ const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
398
+ spotLight.position.set(0, 0, 0);
399
+ spotLight.rotation.set(0, 0, 0);
400
+
401
+ this.light = spotLight;
402
+ const spotLightTarget = spotLight.target;
403
+ spotLight.add(spotLightTarget);
404
+ spotLightTarget.position.set(0, 0, this.range);
405
+ spotLightTarget.rotation.set(0, 0, 0);
406
+ break;
407
+
408
+ case LightType.Point:
409
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
+ this.light = pointLight;
411
+
412
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
+ // scene.add(pointHelper);
414
+ break;
415
+ }
416
+ }
417
+
418
+
419
+ if (this.light) {
420
+ if (this._intensity >= 0)
421
+ this.light.intensity = this._intensity;
422
+ else
423
+ this._intensity = this.light.intensity;
424
+
425
+ if (this.shadows !== LightShadows.None) {
426
+ this.light.castShadow = true;
427
+ }
428
+ else this.light.castShadow = false;
429
+
430
+ if (this.light.shadow) {
431
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
+ this.light.shadow.mapSize.width = this._shadowResolution;
434
+ this.light.shadow.mapSize.height = this._shadowResolution;
435
+ }
436
+ else {
437
+ this.light.shadow.mapSize.width = 2048;
438
+ this.light.shadow.mapSize.height = 2048;
439
+ }
440
+ // this.light.shadow.needsUpdate = true;
441
+ // console.log(this.light.shadow.mapSize);
442
+ // return;
443
+
444
+ if (debug)
445
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
+
447
+ this.light.shadow.bias = this.shadowBias;
448
+ this.light.shadow.normalBias = this.shadowNormalBias;
449
+
450
+ this.updateShadowSoftHard();
451
+
452
+ const cam = this.light.shadow.camera as OrthographicCamera;
453
+ cam.near = this.shadowNearPlane;
454
+ // use shadow distance that was set explictly (if any)
455
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
+ cam.far = this._shadowDistance;
457
+ else // otherwise fallback to object scale and max distance
458
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
+
460
+ // width and height
461
+ this.gameObject.scale.set(1, 1, 1);
462
+ if (this.shadowWidth !== undefined) {
463
+ cam.left = -this.shadowWidth / 2;
464
+ cam.right = this.shadowWidth / 2;
465
+ }
466
+ else {
467
+ const sx = this.gameObject.scale.x;
468
+ cam.left *= sx;
469
+ cam.right *= sx;
470
+ }
471
+ if (this.shadowHeight !== undefined) {
472
+ cam.top = this.shadowHeight / 2;
473
+ cam.bottom = -this.shadowHeight / 2;
474
+ }
475
+ else {
476
+ const sy = this.gameObject.scale.y;
477
+ cam.top *= sy;
478
+ cam.bottom *= sy;
479
+ }
480
+ this.light.shadow.needsUpdate = true;
481
+
482
+ if (debug)
483
+ this.context.scene.add(new CameraHelper(cam));
484
+ }
485
+
486
+
487
+
488
+ if (this.isBaked) {
489
+ this.light.removeFromParent();
490
+ }
491
+ else if (!lightAlreadyCreated)
492
+ this.gameObject.add(this.light);
493
+ }
494
+
495
+ }
496
+
497
+ /**
498
+ * Coroutine that updates the main light reference in the context
499
+ * if this directional light should be the main light
500
+ */
501
+ *updateMainLightRoutine() {
502
+ while (true) {
503
+ if (this.type === LightType.Directional) {
504
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
+ this.context.mainLight = this;
506
+ }
507
+ yield;
508
+ }
509
+ break;
510
+ }
511
+ }
512
+
513
+ /**
514
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
+ */
516
+ static allowChangingRendererShadowMapType: boolean = true;
517
+
518
+ /**
519
+ * Updates shadow settings based on whether the shadows are set to hard or soft
520
+ */
521
+ private updateShadowSoftHard() {
522
+ if (!this.light) return;
523
+ if (!this.light.shadow) return;
524
+ if (this.shadows === LightShadows.Soft) {
525
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
+ // this.light.shadow.radius = radius;
528
+ // this.light.shadow.blurSamples = samples;
529
+ // if (isMobileDevice()) {
530
+ // this.light.shadow.radius *= .5;
531
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
+ // }
533
+ // if (Light.allowChangingRendererShadowMapType) {
534
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
536
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
537
+ // }
538
+ // }
539
+ }
540
+ else {
541
+ this.light.shadow.radius = 1;
542
+ this.light.shadow.blurSamples = 1;
543
+ }
544
+ }
545
+
546
+ /**
547
+ * Configures a directional light by adding and positioning its target
548
+ * @param dirLight The directional light to set up
549
+ */
550
+ private setDirectionalLight(dirLight: DirectionalLight) {
551
+ dirLight.add(dirLight.target);
552
+ dirLight.target.position.set(0, 0, -1);
553
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
+ }
555
+ }
556
+
557
+ const vec = new Vector3(0, 0, 0);
558
+