@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
@@ -1,854 +1,854 @@
1
- import { type Intersection, Mesh, Object3D } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
- import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
- import { Mathf } from "../../engine/engine_math.js";
7
- import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
- import { Context } from "../../engine/engine_setup.js";
9
- import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
- import { getParam } from "../../engine/engine_utils.js";
11
- import { Behaviour, GameObject } from "../Component.js";
12
- import { $shadowDomOwner } from "./BaseUIComponent.js";
13
- import type { ICanvasGroup } from "./Interfaces.js";
14
- import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
15
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
16
- import { UIRaycastUtils } from "./RaycastUtils.js";
17
- import { isUIObject } from "./Utils.js";
18
-
19
- const debug = getParam("debugeventsystem");
20
-
21
- export enum EventSystemEvents {
22
- BeforeHandleInput = "BeforeHandleInput",
23
- AfterHandleInput = "AfterHandleInput",
24
- }
25
-
26
- export declare type AfterHandleInputEvent = {
27
- sender: EventSystem,
28
- args: PointerEventData,
29
- hasActiveUI: boolean
30
- }
31
-
32
- declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
-
34
- onInitialized((ctx) => {
35
- EventSystem.createIfNoneExists(ctx);
36
- })
37
-
38
- /**
39
- * @category User Interface
40
- * @group Components
41
- */
42
- export class EventSystem extends Behaviour {
43
- //@ts-ignore
44
- static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
- MeshUIHelper.update(instance, context, force);
46
- }
47
- static markUIDirty(_context: Context) {
48
- MeshUIHelper.markDirty();
49
- }
50
-
51
- static createIfNoneExists(context: Context) {
52
- if (!context.scene.getComponent(EventSystem)) {
53
- context.scene.addComponent(EventSystem);
54
- }
55
- }
56
-
57
- static get(ctx: Context): EventSystem | null {
58
- this.createIfNoneExists(ctx);
59
- return ctx.scene.getComponent(EventSystem);
60
- }
61
-
62
- /** Get the currently active event system */
63
- static get instance(): EventSystem | null {
64
- return this.get(Context.Current);
65
- }
66
-
67
- private readonly raycaster: Raycaster[] = [];
68
- register(rc: Raycaster) {
69
- if (rc && this.raycaster && !this.raycaster.includes(rc))
70
- this.raycaster?.push(rc);
71
- }
72
- unregister(rc: Raycaster) {
73
- const i = this.raycaster?.indexOf(rc);
74
- if (i !== undefined && i !== -1) {
75
- this.raycaster?.splice(i, 1);
76
- }
77
- }
78
-
79
- get hasActiveUI() {
80
- return this.currentActiveMeshUIComponents.length > 0;
81
- }
82
-
83
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
-
85
- awake(): void {
86
- // We only want ONE eventsystem on the root scene
87
- // as long as this component is not implemented in core we need to check this here
88
- if (this.gameObject as Object3D !== this.context.scene) {
89
- this.enabled = false;
90
- }
91
- }
92
-
93
- start() {
94
- if (!this.context.scene.getComponent(Raycaster)) {
95
- this.context.scene.addComponent(ObjectRaycaster);
96
- }
97
- }
98
-
99
- onEnable(): void {
100
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
101
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
102
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
103
- }
104
-
105
- onDisable(): void {
106
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
107
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
108
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
109
- }
110
-
111
- /**
112
- * all pointers that have pressed something
113
- *
114
- * key: pointerId
115
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
116
- */
117
- private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
118
- /**
119
- * all hovered objects
120
- *
121
- * key: pointerId
122
- * value: object that is hovered, data of the pointer event
123
- */
124
- private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
125
-
126
- onBeforeRender() {
127
- this.resetMeshUIStates();
128
- }
129
-
130
- /**
131
- * Handle an pointer event from the input system
132
- */
133
- private onPointerEvent = (pointerEvent: NEPointerEvent) => {
134
- if (pointerEvent === undefined) return;
135
- if (pointerEvent.propagationStopped) return;
136
- if (pointerEvent.defaultPrevented) return;
137
- if (pointerEvent.used) return;
138
-
139
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
140
- const data = new PointerEventData(this.context.input, pointerEvent);
141
- this._currentPointerEventName = pointerEvent.type;
142
-
143
- data.inputSource = this.context.input;
144
- data.isClick = pointerEvent.isClick;
145
- data.isDoubleClick = pointerEvent.isDoubleClick;
146
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
147
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
148
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
149
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
150
-
151
- if (debug) {
152
- if (data.isDown) console.log("DOWN", data.pointerId);
153
- else if (data.isUp) console.log("UP", data.pointerId);
154
- if (data.isClick) console.log("CLICK", data.pointerId);
155
- }
156
-
157
- // raycast
158
- const options = new RaycastOptions();
159
- if (pointerEvent.hasRay) {
160
- options.ray = pointerEvent.ray;
161
- }
162
- else {
163
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
164
- }
165
-
166
- const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
167
- if (hits) {
168
- for (const hit of hits) {
169
- hit.event = pointerEvent;
170
- pointerEvent.intersections.push(hit);
171
- }
172
- if (pointerEvent.origin.onPointerHits) {
173
- pointerEvent.origin.onPointerHits({
174
- sender: this,
175
- event: pointerEvent,
176
- hits
177
- });
178
- }
179
- }
180
-
181
-
182
- if (debug && data.isClick) {
183
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
184
- }
185
-
186
- const evt: AfterHandleInputEvent = {
187
- sender: this,
188
- args: data,
189
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
190
- }
191
-
192
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
193
-
194
- // then handle the intersections and call the callbacks on the regular objects
195
- this.handleIntersections(hits, data);
196
-
197
- this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
198
- }
199
-
200
- private readonly _sortedHits: Intersection[] = [];
201
-
202
- /**
203
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
204
- */
205
- private readonly _testObjectsCache = new Map<Object3D, boolean>();
206
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
207
- private _currentlyActiveRaycaster: Raycaster | null = null;
208
- private _currentPointerEventName: InputEventNames | null = null;
209
-
210
- /**
211
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
212
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
213
- * We do this to avoid raycasts against objects that are not going to be used by the event system
214
- * Because there's no component callback to be invoked anyways.
215
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
216
- *
217
- * Further optimizations would be to check what type of event we're dealing with
218
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
219
- * */
220
- private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
221
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
222
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
223
-
224
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
225
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
226
- return false;
227
- }
228
- // if (this._currentPointerEventName == "pointermove") {
229
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
230
- // }
231
-
232
- // check if this object is actually a UI shadow hierarchy object
233
- let uiOwner: Object3D | null = null;
234
- const isUI = isUIObject(obj);
235
- // if yes we want to grab the actual object that is the owner of the shadow dom
236
- // and check that object for the event component
237
- if (isUI) {
238
- uiOwner = obj[$shadowDomOwner]?.gameObject;
239
- }
240
-
241
- // check if the object was seen previously
242
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
243
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
244
- const prev = this._testObjectsCache.get(obj)!;
245
- if (prev === false) return "continue in children"
246
- return true;
247
- }
248
- else {
249
-
250
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
251
- // because then this other raycaster is responsible for raycasting this object
252
- // const rc = GameObject.getComponent(obj, Raycaster);
253
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
254
-
255
- // the object was not yet seen so we test if it has an event component
256
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
257
- if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
258
-
259
- if (hasEventComponent) {
260
- // it has an event component: we add it and all its children to the cache
261
- // we don't need to do the same for the shadow component hierarchy
262
- // because the next object that will be detecting that the shadow owner was already seen
263
- this._testObjectsCache.set(obj, true);
264
- for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
265
- return true;
266
- }
267
- this._testObjectsCache.set(obj, false);
268
- return "continue in children"
269
- }
270
- }
271
- private shouldRaycastObject_AddToYesCache(obj: Object3D) {
272
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
273
- // because then this other raycaster is responsible for raycasting this object
274
- // const rc = GameObject.getComponent(obj, Raycaster);
275
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
276
-
277
- this._testObjectsCache.set(obj, true);
278
- for (const ch of obj.children) {
279
- this.shouldRaycastObject_AddToYesCache(ch);
280
- }
281
- }
282
-
283
- /** the raycast filter is always overriden */
284
- private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
285
- if (!this.raycaster) return null;
286
- // we clear the cache of previously seen objects
287
- this._testObjectsCache.clear();
288
- this._sortedHits.length = 0;
289
-
290
- if (!opts) opts = new RaycastOptions();
291
- opts.testObject = this.shouldRaycastObject;
292
-
293
- for (const rc of this.raycaster) {
294
- if (!rc.activeAndEnabled) continue;
295
-
296
- this._currentlyActiveRaycaster = rc;
297
- const res = rc.performRaycast(opts);
298
- this._currentlyActiveRaycaster = null;
299
-
300
- if (res && res.length > 0) {
301
- // console.log(res.length, res.map(r => r.object.name));
302
- this._sortedHits.push(...res);
303
- }
304
- }
305
- this._sortedHits.sort((a, b) => {
306
- return a.distance - b.distance;
307
- });
308
- return this._sortedHits;
309
- }
310
-
311
- private assignHitInformation(args: PointerEventData, hit?: Intersection) {
312
- if (!hit) {
313
- args.intersection = undefined;
314
- args.point = undefined;
315
- args.normal = undefined;
316
- args.face = undefined;
317
- args.distance = undefined;
318
- args.instanceId = undefined;
319
- }
320
- else {
321
- args.intersection = hit;
322
- args.point = hit.point;
323
- args.normal = hit.normal;
324
- args.face = hit.face;
325
- args.distance = hit.distance;
326
- args.instanceId = hit.instanceId;
327
- }
328
- }
329
-
330
- private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
331
-
332
- if (hits?.length) {
333
- hits = this.sortCandidates(hits);
334
- for (const hit of hits) {
335
- if (args.event.immediatePropagationStopped) {
336
- return false;
337
- }
338
- this.assignHitInformation(args, hit);
339
- if (this.handleEventOnObject(hit.object, args)) {
340
- return true;
341
- }
342
- }
343
- }
344
-
345
- // first invoke captured pointers
346
- this.assignHitInformation(args, hits?.[0]);
347
- this.invokePointerCapture(args);
348
-
349
- // pointer has not hit any object to handle
350
-
351
- // thus is not hovering over anything
352
- const hoveredData = this.hoveredByID.get(args.pointerId);
353
- if (hoveredData) {
354
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
355
- }
356
- this.hoveredByID.delete(args.pointerId);
357
-
358
- // if it was up, it means it should notify things that it down on before
359
- if (args.isUp) {
360
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
361
- this.pressedByID.delete(args.pointerId);
362
- }
363
-
364
- return false;
365
- }
366
-
367
- private _sortingBuffer: Intersection[] = [];
368
- private _noDepthTestingResults: Intersection[] = [];
369
-
370
- private sortCandidates(hits: Intersection[]): Intersection[] {
371
- // iterate over all hits and filter for nodepth objects and normal hit objects
372
- // the no-depth objects will be handled first starting from the closest
373
- // assuming the hits array is sorted by distance (closest > furthest)
374
- this._sortingBuffer.length = 0;
375
- this._noDepthTestingResults.length = 0;
376
- for (let i = 0; i < hits.length; i++) {
377
- const hit = hits[i];
378
- const object = hit.object as Mesh;
379
- if (object.material) {
380
- if (object.material["depthTest"] === false) {
381
- this._noDepthTestingResults.push(hit);
382
- continue;
383
- }
384
- }
385
- this._sortingBuffer.push(hit);
386
- }
387
- for (const obj of this._sortingBuffer) {
388
- this._noDepthTestingResults.push(obj);
389
- }
390
- return this._noDepthTestingResults;
391
- }
392
-
393
- private out: { canvasGroup?: ICanvasGroup } = {};
394
-
395
- /**
396
- * Handle hit result by preparing all needed information before propagation.
397
- * Then calling propagate.
398
- */
399
- private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
400
- // ensures that invisible objects are ignored
401
- if (!this.testIsVisible(object)) {
402
- if (args.isClick && debug)
403
- console.log("not allowed", object);
404
- return false;
405
- }
406
-
407
- // Event without pointer can't be handled
408
- if (args.pointerId === undefined) {
409
- if (debug) console.error("Event without pointer can't be handled", args);
410
- return false;
411
- }
412
-
413
- // Correct the handled object to match the relevant object in shadow dom (?)
414
- args.object = object;
415
-
416
- const parent = object.parent as any;
417
- let isShadow = false;
418
- const clicked = args.isClick ?? false;
419
-
420
- let canvasGroup: ICanvasGroup | null = null;
421
-
422
- // handle potential shadow dom built from three mesh ui
423
- if (parent && parent.isUI) {
424
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
425
- if (parent[$shadowDomOwner]) {
426
- const actualGo = parent[$shadowDomOwner].gameObject;
427
- if (actualGo) {
428
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
429
- if (!res) return false;
430
- canvasGroup = this.out.canvasGroup ?? null;
431
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
432
- if (!clicked && handled) {
433
- // return true;
434
- }
435
- object = actualGo;
436
- isShadow = true;
437
- }
438
- }
439
-
440
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
441
- // if(parent["needle:use_eventsystem"] == true){
442
- // // if use_eventsystem is true, we want to handle the event
443
- // }
444
- // else if (!isShadow) {
445
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
446
- // if (obj) return true;
447
- // }
448
- }
449
-
450
- if (clicked && debug)
451
- console.log(this.context.time.frame, object);
452
-
453
- // Handle OnPointerExit -> in case when we are about to hover something new
454
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
455
- const hovering = this.hoveredByID.get(args.pointerId);
456
- const prevHovering = hovering?.obj;
457
- const isNewlyHovering = prevHovering !== object;
458
-
459
- // trigger onPointerExit
460
- if (isNewlyHovering && prevHovering) {
461
- this.propagatePointerExit(prevHovering, hovering.data, object);
462
- }
463
-
464
- // save hovered object
465
- const entry = this.hoveredByID.get(args.pointerId);
466
- if (!entry)
467
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
468
- else {
469
- entry.obj = object;
470
- entry.data = args;
471
- }
472
-
473
- // create / update pressed entry
474
- if (args.isDown) {
475
- const data = this.pressedByID.get(args.pointerId);
476
- if (!data)
477
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
478
- else {
479
- data.obj = object;
480
- data.data = args;
481
- }
482
- }
483
- if (canvasGroup === null || canvasGroup.interactable) {
484
- this.handleMainInteraction(object, args, prevHovering ?? null);
485
- }
486
-
487
- return true;
488
- }
489
-
490
- /**
491
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
492
- */
493
- private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
494
-
495
- while (true) {
496
-
497
- if (!object) break;
498
-
499
- GameObject.foreachComponent(object, comp => {
500
- // TODO: implement Stop Immediate Propagation
501
- onComponent(comp);
502
- }, false);
503
-
504
- // walk up
505
- object = object.parent;
506
- }
507
-
508
- }
509
-
510
- /**
511
- * Propagate up in hierarchy and call handlers based on the pointer event data
512
- */
513
- private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
514
- const pressedEvent = this.pressedByID.get(args.pointerId);
515
- const hoveredObjectChanged = prevHovering !== object;
516
-
517
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
518
- let isMoving = true;
519
- switch (args.event.pointerType) {
520
- case "mouse":
521
- case "touch":
522
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
523
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
524
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
525
- break;
526
- case "controller":
527
- case "hand":
528
- // for hands and controller we assume they are never totally still (except for simulated environments)
529
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
530
- // so maybe check the angle every frame?
531
- break;
532
- }
533
-
534
- this.propagate(object, (behaviour) => {
535
- const comp = behaviour as IComponentCanMaybeReceiveEvents;
536
-
537
- if (comp.interactable === false) return;
538
- if (!comp.activeAndEnabled || !comp.enabled) return;
539
-
540
- if (comp.onPointerEnter) {
541
- if (hoveredObjectChanged) {
542
- this.handlePointerEnter(comp, args);
543
- }
544
- }
545
-
546
- if (args.isDown) {
547
- if (comp.onPointerDown) {
548
- comp.onPointerDown(args);
549
- // Set the handler that we called the down event on
550
- // So we can call the up event on the same handler
551
- // In a scenario where we Down on one object and Up on another
552
- pressedEvent?.handlers.add(comp);
553
- this.handlePointerCapture(args, comp);
554
- }
555
- }
556
-
557
- if (comp.onPointerMove) {
558
- if (isMoving)
559
- comp.onPointerMove(args);
560
- this.handlePointerCapture(args, comp);
561
- }
562
-
563
- if (args.isUp) {
564
- if (comp.onPointerUp) {
565
- this.invokeOnPointerUp(args, comp);
566
-
567
- // We don't want to call Up twice if we Down and Up on the same object
568
- // But if we Down on one and Up on another we want to call Up on the first one as well
569
- // For example if the object was cloned by the Duplicatable
570
- // The original component that received the down event SHOULD also receive the up event
571
- pressedEvent?.handlers.delete(comp);
572
- }
573
-
574
- // handle touch onExit (touchUp) since the pointer stops existing
575
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
576
- // Mouse 0 is always persistent
577
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
578
- this.handlePointerExit(comp, args);
579
- this.hoveredByID.delete(args.pointerId!);
580
- }
581
- }
582
-
583
- if (args.isClick) {
584
- if (comp.onPointerClick) {
585
- comp.onPointerClick(args);
586
- }
587
- }
588
- });
589
-
590
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
591
- // If user drags away from the object, then it doesn't get the UP event
592
- if (args.isUp) {
593
- pressedEvent?.handlers.forEach((handler) => {
594
- this.invokeOnPointerUp(args, handler);
595
- });
596
-
597
- this.pressedByID.delete(args.pointerId);
598
- }
599
- }
600
-
601
- /** Propagate up in hierarchy and call onPointerExit */
602
- private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
603
- this.propagate(object, (behaviour) => {
604
- if (!behaviour.gameObject || behaviour.destroyed) return;
605
-
606
- const inst: any = behaviour;
607
- if (inst.onPointerExit || inst.onPointerEnter) {
608
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
609
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
610
- return;
611
- }
612
- this.handlePointerExit(inst, args);
613
- }
614
- });
615
- }
616
-
617
- /** handles onPointerUp - this will also release the pointerCapture */
618
- private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
619
- handler.onPointerUp?.call(handler, evt);
620
- this.releasePointerCapture(evt, handler);
621
- }
622
-
623
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
624
- private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
625
- if (comp.onPointerEnter) {
626
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
627
- comp.onPointerEnter(args);
628
- }
629
- }
630
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
631
- }
632
-
633
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
634
- private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
635
- if (comp.onPointerExit) {
636
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
637
- comp.onPointerExit(evt);
638
- }
639
- }
640
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
641
- }
642
-
643
- /** updates the pointer state list for a component
644
- * @param comp the component to update
645
- * @param pointerId the pointerId to update
646
- * @param symbol the symbol to use for the state
647
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
648
- */
649
- private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
650
- let state = comp[symbol];
651
-
652
- if (add) {
653
- // the pointer is already in the state list
654
- if (state && state.includes(pointerId)) return false;
655
- state = state || [];
656
- state.push(pointerId);
657
- comp[symbol] = state;
658
- return true;
659
- }
660
- else {
661
- if (!state || !state.includes(pointerId)) return false;
662
- const i = state.indexOf(pointerId);
663
- if (i !== -1) {
664
- state.splice(i, 1);
665
- }
666
- return true;
667
- }
668
- }
669
-
670
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
671
- private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
672
-
673
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
674
- private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
675
- if (evt.z__pointer_ctured) {
676
- evt.z__pointer_ctured = false;
677
- const id = evt.pointerId;
678
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
679
- if (comp.onPointerMove) {
680
- const list = this._capturedPointer[id] || [];
681
- list.push(comp);
682
- this._capturedPointer[id] = list;
683
- }
684
- else {
685
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
686
- comp["z__warned_no_pointermove"] = true;
687
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
688
- }
689
- }
690
- }
691
- else if (evt.z__pointer_cture_rleased) {
692
- evt.z__pointer_cture_rleased = false;
693
- this.releasePointerCapture(evt, comp);
694
- }
695
- }
696
-
697
- /** removes the component from the pointer capture list */
698
- releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
699
- const id = evt.pointerId;
700
- if (this._capturedPointer[id]) {
701
- const i = this._capturedPointer[id].indexOf(component);
702
- if (i !== -1) {
703
- this._capturedPointer[id].splice(i, 1);
704
- if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
705
- }
706
- }
707
- }
708
- /** invoke the pointerMove event on all captured handlers */
709
- private invokePointerCapture(evt: PointerEventData) {
710
- if (evt.event.type === InputEvents.PointerMove) {
711
- const id = evt.pointerId;
712
- const captured = this._capturedPointer[id];
713
- if (captured) {
714
- if (debug) console.log("Captured", id, captured)
715
- for (let i = 0; i < captured.length; i++) {
716
- const handler = captured[i];
717
- // check if it was destroyed
718
- const comp = handler as IComponent;
719
- if (comp.destroyed) {
720
- captured.splice(i, 1);
721
- i--;
722
- continue;
723
- }
724
- // invoke pointer move
725
- handler.onPointerMove?.call(handler, evt);
726
- }
727
- }
728
- }
729
- }
730
-
731
- private readonly pointerEnterSymbol = Symbol("pointerEnter");
732
- private readonly pointerExitSymbol = Symbol("pointerExit");
733
-
734
- private isChild(obj: Object3D, possibleChild: Object3D): boolean {
735
- if (!obj || !possibleChild) return false;
736
- if (obj === possibleChild) return true;
737
- if (!obj.parent) return false;
738
- return this.isChild(obj.parent, possibleChild);
739
- }
740
-
741
- private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
742
- if (!obj || !obj.isUI) return true;
743
- const hit = this.handleMeshUIIntersection(obj, pressed);
744
-
745
- return hit;
746
- }
747
-
748
- private currentActiveMeshUIComponents: Object3D[] = [];
749
-
750
- private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
751
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
752
- if (res) {
753
- this.currentActiveMeshUIComponents.push(res);
754
- }
755
- return res !== null;
756
- }
757
-
758
- private resetMeshUIStates() {
759
- if (this.context.input.getPointerPressedCount() > 0) {
760
- MeshUIHelper.resetLastSelected();
761
- }
762
-
763
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
764
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
765
- const comp = this.currentActiveMeshUIComponents[i];
766
- MeshUIHelper.resetState(comp);
767
- }
768
- this.currentActiveMeshUIComponents.length = 0;
769
- }
770
-
771
- private testIsVisible(obj: Object3D | null): boolean {
772
- if (!obj) return true;
773
- if (!GameObject.isActiveSelf(obj)) return false;
774
- return this.testIsVisible(obj.parent);
775
- }
776
- }
777
-
778
-
779
- class MeshUIHelper {
780
-
781
- private static lastSelected: Object3D | null = null;
782
- private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
783
- private static needsUpdate: boolean = false;
784
-
785
- static markDirty() {
786
- this.needsUpdate = true;
787
- }
788
-
789
- static update(threeMeshUI: any, context: Context, force: boolean = false) {
790
- if (force) {
791
- threeMeshUI.update();
792
- return;
793
- }
794
- const currentFrame = context.time.frameCount;
795
- for (const lu of this.lastUpdateFrame) {
796
- if (lu.context === context) {
797
- if (currentFrame === lu.frame) return;
798
- lu.frame = currentFrame;
799
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
800
- if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
801
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
802
- if (shouldUpdate) {
803
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
804
- if (debug) console.log("Update threemeshui");
805
- this.needsUpdate = false;
806
- lu.nextUpdate = currentFrame + 60;
807
- threeMeshUI.update();
808
- }
809
- return;
810
- }
811
- }
812
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
813
- threeMeshUI.update();
814
- this.needsUpdate = false;
815
- }
816
-
817
- static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
818
- let foundBlock: Object3D | null = null;
819
-
820
- if (intersect) {
821
- foundBlock = this.findBlockOrTextInParent(intersect);
822
- // console.log(intersect, "-- found block:", foundBlock)
823
- if (foundBlock && foundBlock !== this.lastSelected) {
824
- const interactable = foundBlock["interactable"];
825
- if (interactable === false) return null;
826
- this.needsUpdate = true;
827
- }
828
- }
829
-
830
- return foundBlock;
831
- }
832
-
833
- static resetLastSelected() {
834
- const last = this.lastSelected;
835
- if (!last) return;
836
- this.lastSelected = null;
837
- this.resetState(last);
838
- }
839
-
840
- static resetState(obj: any) {
841
- if (!obj) return;
842
- this.needsUpdate = true;
843
- }
844
-
845
- static findBlockOrTextInParent(elem: any): Object3D | null {
846
- if (!elem) return null;
847
- if (elem.isBlock || (elem.isText)) {
848
- // @TODO : Replace states managements
849
- // if (Object.keys(elem.states).length > 0)
850
- return elem;
851
- }
852
- return this.findBlockOrTextInParent(elem.parent);
853
- }
1
+ import { type Intersection, Mesh, Object3D } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
+ import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
+ import { Mathf } from "../../engine/engine_math.js";
7
+ import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
+ import { Context } from "../../engine/engine_setup.js";
9
+ import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
+ import { getParam } from "../../engine/engine_utils.js";
11
+ import { Behaviour, GameObject } from "../Component.js";
12
+ import { $shadowDomOwner } from "./BaseUIComponent.js";
13
+ import type { ICanvasGroup } from "./Interfaces.js";
14
+ import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
15
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
16
+ import { UIRaycastUtils } from "./RaycastUtils.js";
17
+ import { isUIObject } from "./Utils.js";
18
+
19
+ const debug = getParam("debugeventsystem");
20
+
21
+ export enum EventSystemEvents {
22
+ BeforeHandleInput = "BeforeHandleInput",
23
+ AfterHandleInput = "AfterHandleInput",
24
+ }
25
+
26
+ export declare type AfterHandleInputEvent = {
27
+ sender: EventSystem,
28
+ args: PointerEventData,
29
+ hasActiveUI: boolean
30
+ }
31
+
32
+ declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
+
34
+ onInitialized((ctx) => {
35
+ EventSystem.createIfNoneExists(ctx);
36
+ })
37
+
38
+ /**
39
+ * @category User Interface
40
+ * @group Components
41
+ */
42
+ export class EventSystem extends Behaviour {
43
+ //@ts-ignore
44
+ static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
+ MeshUIHelper.update(instance, context, force);
46
+ }
47
+ static markUIDirty(_context: Context) {
48
+ MeshUIHelper.markDirty();
49
+ }
50
+
51
+ static createIfNoneExists(context: Context) {
52
+ if (!context.scene.getComponent(EventSystem)) {
53
+ context.scene.addComponent(EventSystem);
54
+ }
55
+ }
56
+
57
+ static get(ctx: Context): EventSystem | null {
58
+ this.createIfNoneExists(ctx);
59
+ return ctx.scene.getComponent(EventSystem);
60
+ }
61
+
62
+ /** Get the currently active event system */
63
+ static get instance(): EventSystem | null {
64
+ return this.get(Context.Current);
65
+ }
66
+
67
+ private readonly raycaster: Raycaster[] = [];
68
+ register(rc: Raycaster) {
69
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
70
+ this.raycaster?.push(rc);
71
+ }
72
+ unregister(rc: Raycaster) {
73
+ const i = this.raycaster?.indexOf(rc);
74
+ if (i !== undefined && i !== -1) {
75
+ this.raycaster?.splice(i, 1);
76
+ }
77
+ }
78
+
79
+ get hasActiveUI() {
80
+ return this.currentActiveMeshUIComponents.length > 0;
81
+ }
82
+
83
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
+
85
+ awake(): void {
86
+ // We only want ONE eventsystem on the root scene
87
+ // as long as this component is not implemented in core we need to check this here
88
+ if (this.gameObject as Object3D !== this.context.scene) {
89
+ this.enabled = false;
90
+ }
91
+ }
92
+
93
+ start() {
94
+ if (!this.context.scene.getComponent(Raycaster)) {
95
+ this.context.scene.addComponent(ObjectRaycaster);
96
+ }
97
+ }
98
+
99
+ onEnable(): void {
100
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
101
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
102
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
103
+ }
104
+
105
+ onDisable(): void {
106
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
107
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
108
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
109
+ }
110
+
111
+ /**
112
+ * all pointers that have pressed something
113
+ *
114
+ * key: pointerId
115
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
116
+ */
117
+ private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
118
+ /**
119
+ * all hovered objects
120
+ *
121
+ * key: pointerId
122
+ * value: object that is hovered, data of the pointer event
123
+ */
124
+ private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
125
+
126
+ onBeforeRender() {
127
+ this.resetMeshUIStates();
128
+ }
129
+
130
+ /**
131
+ * Handle an pointer event from the input system
132
+ */
133
+ private onPointerEvent = (pointerEvent: NEPointerEvent) => {
134
+ if (pointerEvent === undefined) return;
135
+ if (pointerEvent.propagationStopped) return;
136
+ if (pointerEvent.defaultPrevented) return;
137
+ if (pointerEvent.used) return;
138
+
139
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
140
+ const data = new PointerEventData(this.context.input, pointerEvent);
141
+ this._currentPointerEventName = pointerEvent.type;
142
+
143
+ data.inputSource = this.context.input;
144
+ data.isClick = pointerEvent.isClick;
145
+ data.isDoubleClick = pointerEvent.isDoubleClick;
146
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
147
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
148
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
149
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
150
+
151
+ if (debug) {
152
+ if (data.isDown) console.log("DOWN", data.pointerId);
153
+ else if (data.isUp) console.log("UP", data.pointerId);
154
+ if (data.isClick) console.log("CLICK", data.pointerId);
155
+ }
156
+
157
+ // raycast
158
+ const options = new RaycastOptions();
159
+ if (pointerEvent.hasRay) {
160
+ options.ray = pointerEvent.ray;
161
+ }
162
+ else {
163
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
164
+ }
165
+
166
+ const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
167
+ if (hits) {
168
+ for (const hit of hits) {
169
+ hit.event = pointerEvent;
170
+ pointerEvent.intersections.push(hit);
171
+ }
172
+ if (pointerEvent.origin.onPointerHits) {
173
+ pointerEvent.origin.onPointerHits({
174
+ sender: this,
175
+ event: pointerEvent,
176
+ hits
177
+ });
178
+ }
179
+ }
180
+
181
+
182
+ if (debug && data.isClick) {
183
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
184
+ }
185
+
186
+ const evt: AfterHandleInputEvent = {
187
+ sender: this,
188
+ args: data,
189
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
190
+ }
191
+
192
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
193
+
194
+ // then handle the intersections and call the callbacks on the regular objects
195
+ this.handleIntersections(hits, data);
196
+
197
+ this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
198
+ }
199
+
200
+ private readonly _sortedHits: Intersection[] = [];
201
+
202
+ /**
203
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
204
+ */
205
+ private readonly _testObjectsCache = new Map<Object3D, boolean>();
206
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
207
+ private _currentlyActiveRaycaster: Raycaster | null = null;
208
+ private _currentPointerEventName: InputEventNames | null = null;
209
+
210
+ /**
211
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
212
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
213
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
214
+ * Because there's no component callback to be invoked anyways.
215
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
216
+ *
217
+ * Further optimizations would be to check what type of event we're dealing with
218
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
219
+ * */
220
+ private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
221
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
222
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
223
+
224
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
225
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
226
+ return false;
227
+ }
228
+ // if (this._currentPointerEventName == "pointermove") {
229
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
230
+ // }
231
+
232
+ // check if this object is actually a UI shadow hierarchy object
233
+ let uiOwner: Object3D | null = null;
234
+ const isUI = isUIObject(obj);
235
+ // if yes we want to grab the actual object that is the owner of the shadow dom
236
+ // and check that object for the event component
237
+ if (isUI) {
238
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
239
+ }
240
+
241
+ // check if the object was seen previously
242
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
243
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
244
+ const prev = this._testObjectsCache.get(obj)!;
245
+ if (prev === false) return "continue in children"
246
+ return true;
247
+ }
248
+ else {
249
+
250
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
251
+ // because then this other raycaster is responsible for raycasting this object
252
+ // const rc = GameObject.getComponent(obj, Raycaster);
253
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
254
+
255
+ // the object was not yet seen so we test if it has an event component
256
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
257
+ if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
258
+
259
+ if (hasEventComponent) {
260
+ // it has an event component: we add it and all its children to the cache
261
+ // we don't need to do the same for the shadow component hierarchy
262
+ // because the next object that will be detecting that the shadow owner was already seen
263
+ this._testObjectsCache.set(obj, true);
264
+ for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
265
+ return true;
266
+ }
267
+ this._testObjectsCache.set(obj, false);
268
+ return "continue in children"
269
+ }
270
+ }
271
+ private shouldRaycastObject_AddToYesCache(obj: Object3D) {
272
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
273
+ // because then this other raycaster is responsible for raycasting this object
274
+ // const rc = GameObject.getComponent(obj, Raycaster);
275
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
276
+
277
+ this._testObjectsCache.set(obj, true);
278
+ for (const ch of obj.children) {
279
+ this.shouldRaycastObject_AddToYesCache(ch);
280
+ }
281
+ }
282
+
283
+ /** the raycast filter is always overriden */
284
+ private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
285
+ if (!this.raycaster) return null;
286
+ // we clear the cache of previously seen objects
287
+ this._testObjectsCache.clear();
288
+ this._sortedHits.length = 0;
289
+
290
+ if (!opts) opts = new RaycastOptions();
291
+ opts.testObject = this.shouldRaycastObject;
292
+
293
+ for (const rc of this.raycaster) {
294
+ if (!rc.activeAndEnabled) continue;
295
+
296
+ this._currentlyActiveRaycaster = rc;
297
+ const res = rc.performRaycast(opts);
298
+ this._currentlyActiveRaycaster = null;
299
+
300
+ if (res && res.length > 0) {
301
+ // console.log(res.length, res.map(r => r.object.name));
302
+ this._sortedHits.push(...res);
303
+ }
304
+ }
305
+ this._sortedHits.sort((a, b) => {
306
+ return a.distance - b.distance;
307
+ });
308
+ return this._sortedHits;
309
+ }
310
+
311
+ private assignHitInformation(args: PointerEventData, hit?: Intersection) {
312
+ if (!hit) {
313
+ args.intersection = undefined;
314
+ args.point = undefined;
315
+ args.normal = undefined;
316
+ args.face = undefined;
317
+ args.distance = undefined;
318
+ args.instanceId = undefined;
319
+ }
320
+ else {
321
+ args.intersection = hit;
322
+ args.point = hit.point;
323
+ args.normal = hit.normal;
324
+ args.face = hit.face;
325
+ args.distance = hit.distance;
326
+ args.instanceId = hit.instanceId;
327
+ }
328
+ }
329
+
330
+ private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
331
+
332
+ if (hits?.length) {
333
+ hits = this.sortCandidates(hits);
334
+ for (const hit of hits) {
335
+ if (args.event.immediatePropagationStopped) {
336
+ return false;
337
+ }
338
+ this.assignHitInformation(args, hit);
339
+ if (this.handleEventOnObject(hit.object, args)) {
340
+ return true;
341
+ }
342
+ }
343
+ }
344
+
345
+ // first invoke captured pointers
346
+ this.assignHitInformation(args, hits?.[0]);
347
+ this.invokePointerCapture(args);
348
+
349
+ // pointer has not hit any object to handle
350
+
351
+ // thus is not hovering over anything
352
+ const hoveredData = this.hoveredByID.get(args.pointerId);
353
+ if (hoveredData) {
354
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
355
+ }
356
+ this.hoveredByID.delete(args.pointerId);
357
+
358
+ // if it was up, it means it should notify things that it down on before
359
+ if (args.isUp) {
360
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
361
+ this.pressedByID.delete(args.pointerId);
362
+ }
363
+
364
+ return false;
365
+ }
366
+
367
+ private _sortingBuffer: Intersection[] = [];
368
+ private _noDepthTestingResults: Intersection[] = [];
369
+
370
+ private sortCandidates(hits: Intersection[]): Intersection[] {
371
+ // iterate over all hits and filter for nodepth objects and normal hit objects
372
+ // the no-depth objects will be handled first starting from the closest
373
+ // assuming the hits array is sorted by distance (closest > furthest)
374
+ this._sortingBuffer.length = 0;
375
+ this._noDepthTestingResults.length = 0;
376
+ for (let i = 0; i < hits.length; i++) {
377
+ const hit = hits[i];
378
+ const object = hit.object as Mesh;
379
+ if (object.material) {
380
+ if (object.material["depthTest"] === false) {
381
+ this._noDepthTestingResults.push(hit);
382
+ continue;
383
+ }
384
+ }
385
+ this._sortingBuffer.push(hit);
386
+ }
387
+ for (const obj of this._sortingBuffer) {
388
+ this._noDepthTestingResults.push(obj);
389
+ }
390
+ return this._noDepthTestingResults;
391
+ }
392
+
393
+ private out: { canvasGroup?: ICanvasGroup } = {};
394
+
395
+ /**
396
+ * Handle hit result by preparing all needed information before propagation.
397
+ * Then calling propagate.
398
+ */
399
+ private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
400
+ // ensures that invisible objects are ignored
401
+ if (!this.testIsVisible(object)) {
402
+ if (args.isClick && debug)
403
+ console.log("not allowed", object);
404
+ return false;
405
+ }
406
+
407
+ // Event without pointer can't be handled
408
+ if (args.pointerId === undefined) {
409
+ if (debug) console.error("Event without pointer can't be handled", args);
410
+ return false;
411
+ }
412
+
413
+ // Correct the handled object to match the relevant object in shadow dom (?)
414
+ args.object = object;
415
+
416
+ const parent = object.parent as any;
417
+ let isShadow = false;
418
+ const clicked = args.isClick ?? false;
419
+
420
+ let canvasGroup: ICanvasGroup | null = null;
421
+
422
+ // handle potential shadow dom built from three mesh ui
423
+ if (parent && parent.isUI) {
424
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
425
+ if (parent[$shadowDomOwner]) {
426
+ const actualGo = parent[$shadowDomOwner].gameObject;
427
+ if (actualGo) {
428
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
429
+ if (!res) return false;
430
+ canvasGroup = this.out.canvasGroup ?? null;
431
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
432
+ if (!clicked && handled) {
433
+ // return true;
434
+ }
435
+ object = actualGo;
436
+ isShadow = true;
437
+ }
438
+ }
439
+
440
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
441
+ // if(parent["needle:use_eventsystem"] == true){
442
+ // // if use_eventsystem is true, we want to handle the event
443
+ // }
444
+ // else if (!isShadow) {
445
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
446
+ // if (obj) return true;
447
+ // }
448
+ }
449
+
450
+ if (clicked && debug)
451
+ console.log(this.context.time.frame, object);
452
+
453
+ // Handle OnPointerExit -> in case when we are about to hover something new
454
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
455
+ const hovering = this.hoveredByID.get(args.pointerId);
456
+ const prevHovering = hovering?.obj;
457
+ const isNewlyHovering = prevHovering !== object;
458
+
459
+ // trigger onPointerExit
460
+ if (isNewlyHovering && prevHovering) {
461
+ this.propagatePointerExit(prevHovering, hovering.data, object);
462
+ }
463
+
464
+ // save hovered object
465
+ const entry = this.hoveredByID.get(args.pointerId);
466
+ if (!entry)
467
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
468
+ else {
469
+ entry.obj = object;
470
+ entry.data = args;
471
+ }
472
+
473
+ // create / update pressed entry
474
+ if (args.isDown) {
475
+ const data = this.pressedByID.get(args.pointerId);
476
+ if (!data)
477
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
478
+ else {
479
+ data.obj = object;
480
+ data.data = args;
481
+ }
482
+ }
483
+ if (canvasGroup === null || canvasGroup.interactable) {
484
+ this.handleMainInteraction(object, args, prevHovering ?? null);
485
+ }
486
+
487
+ return true;
488
+ }
489
+
490
+ /**
491
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
492
+ */
493
+ private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
494
+
495
+ while (true) {
496
+
497
+ if (!object) break;
498
+
499
+ GameObject.foreachComponent(object, comp => {
500
+ // TODO: implement Stop Immediate Propagation
501
+ onComponent(comp);
502
+ }, false);
503
+
504
+ // walk up
505
+ object = object.parent;
506
+ }
507
+
508
+ }
509
+
510
+ /**
511
+ * Propagate up in hierarchy and call handlers based on the pointer event data
512
+ */
513
+ private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
514
+ const pressedEvent = this.pressedByID.get(args.pointerId);
515
+ const hoveredObjectChanged = prevHovering !== object;
516
+
517
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
518
+ let isMoving = true;
519
+ switch (args.event.pointerType) {
520
+ case "mouse":
521
+ case "touch":
522
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
523
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
524
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
525
+ break;
526
+ case "controller":
527
+ case "hand":
528
+ // for hands and controller we assume they are never totally still (except for simulated environments)
529
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
530
+ // so maybe check the angle every frame?
531
+ break;
532
+ }
533
+
534
+ this.propagate(object, (behaviour) => {
535
+ const comp = behaviour as IComponentCanMaybeReceiveEvents;
536
+
537
+ if (comp.interactable === false) return;
538
+ if (!comp.activeAndEnabled || !comp.enabled) return;
539
+
540
+ if (comp.onPointerEnter) {
541
+ if (hoveredObjectChanged) {
542
+ this.handlePointerEnter(comp, args);
543
+ }
544
+ }
545
+
546
+ if (args.isDown) {
547
+ if (comp.onPointerDown) {
548
+ comp.onPointerDown(args);
549
+ // Set the handler that we called the down event on
550
+ // So we can call the up event on the same handler
551
+ // In a scenario where we Down on one object and Up on another
552
+ pressedEvent?.handlers.add(comp);
553
+ this.handlePointerCapture(args, comp);
554
+ }
555
+ }
556
+
557
+ if (comp.onPointerMove) {
558
+ if (isMoving)
559
+ comp.onPointerMove(args);
560
+ this.handlePointerCapture(args, comp);
561
+ }
562
+
563
+ if (args.isUp) {
564
+ if (comp.onPointerUp) {
565
+ this.invokeOnPointerUp(args, comp);
566
+
567
+ // We don't want to call Up twice if we Down and Up on the same object
568
+ // But if we Down on one and Up on another we want to call Up on the first one as well
569
+ // For example if the object was cloned by the Duplicatable
570
+ // The original component that received the down event SHOULD also receive the up event
571
+ pressedEvent?.handlers.delete(comp);
572
+ }
573
+
574
+ // handle touch onExit (touchUp) since the pointer stops existing
575
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
576
+ // Mouse 0 is always persistent
577
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
578
+ this.handlePointerExit(comp, args);
579
+ this.hoveredByID.delete(args.pointerId!);
580
+ }
581
+ }
582
+
583
+ if (args.isClick) {
584
+ if (comp.onPointerClick) {
585
+ comp.onPointerClick(args);
586
+ }
587
+ }
588
+ });
589
+
590
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
591
+ // If user drags away from the object, then it doesn't get the UP event
592
+ if (args.isUp) {
593
+ pressedEvent?.handlers.forEach((handler) => {
594
+ this.invokeOnPointerUp(args, handler);
595
+ });
596
+
597
+ this.pressedByID.delete(args.pointerId);
598
+ }
599
+ }
600
+
601
+ /** Propagate up in hierarchy and call onPointerExit */
602
+ private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
603
+ this.propagate(object, (behaviour) => {
604
+ if (!behaviour.gameObject || behaviour.destroyed) return;
605
+
606
+ const inst: any = behaviour;
607
+ if (inst.onPointerExit || inst.onPointerEnter) {
608
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
609
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
610
+ return;
611
+ }
612
+ this.handlePointerExit(inst, args);
613
+ }
614
+ });
615
+ }
616
+
617
+ /** handles onPointerUp - this will also release the pointerCapture */
618
+ private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
619
+ handler.onPointerUp?.call(handler, evt);
620
+ this.releasePointerCapture(evt, handler);
621
+ }
622
+
623
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
624
+ private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
625
+ if (comp.onPointerEnter) {
626
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
627
+ comp.onPointerEnter(args);
628
+ }
629
+ }
630
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
631
+ }
632
+
633
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
634
+ private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
635
+ if (comp.onPointerExit) {
636
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
637
+ comp.onPointerExit(evt);
638
+ }
639
+ }
640
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
641
+ }
642
+
643
+ /** updates the pointer state list for a component
644
+ * @param comp the component to update
645
+ * @param pointerId the pointerId to update
646
+ * @param symbol the symbol to use for the state
647
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
648
+ */
649
+ private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
650
+ let state = comp[symbol];
651
+
652
+ if (add) {
653
+ // the pointer is already in the state list
654
+ if (state && state.includes(pointerId)) return false;
655
+ state = state || [];
656
+ state.push(pointerId);
657
+ comp[symbol] = state;
658
+ return true;
659
+ }
660
+ else {
661
+ if (!state || !state.includes(pointerId)) return false;
662
+ const i = state.indexOf(pointerId);
663
+ if (i !== -1) {
664
+ state.splice(i, 1);
665
+ }
666
+ return true;
667
+ }
668
+ }
669
+
670
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
671
+ private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
672
+
673
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
674
+ private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
675
+ if (evt.z__pointer_ctured) {
676
+ evt.z__pointer_ctured = false;
677
+ const id = evt.pointerId;
678
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
679
+ if (comp.onPointerMove) {
680
+ const list = this._capturedPointer[id] || [];
681
+ list.push(comp);
682
+ this._capturedPointer[id] = list;
683
+ }
684
+ else {
685
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
686
+ comp["z__warned_no_pointermove"] = true;
687
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
688
+ }
689
+ }
690
+ }
691
+ else if (evt.z__pointer_cture_rleased) {
692
+ evt.z__pointer_cture_rleased = false;
693
+ this.releasePointerCapture(evt, comp);
694
+ }
695
+ }
696
+
697
+ /** removes the component from the pointer capture list */
698
+ releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
699
+ const id = evt.pointerId;
700
+ if (this._capturedPointer[id]) {
701
+ const i = this._capturedPointer[id].indexOf(component);
702
+ if (i !== -1) {
703
+ this._capturedPointer[id].splice(i, 1);
704
+ if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
705
+ }
706
+ }
707
+ }
708
+ /** invoke the pointerMove event on all captured handlers */
709
+ private invokePointerCapture(evt: PointerEventData) {
710
+ if (evt.event.type === InputEvents.PointerMove) {
711
+ const id = evt.pointerId;
712
+ const captured = this._capturedPointer[id];
713
+ if (captured) {
714
+ if (debug) console.log("Captured", id, captured)
715
+ for (let i = 0; i < captured.length; i++) {
716
+ const handler = captured[i];
717
+ // check if it was destroyed
718
+ const comp = handler as IComponent;
719
+ if (comp.destroyed) {
720
+ captured.splice(i, 1);
721
+ i--;
722
+ continue;
723
+ }
724
+ // invoke pointer move
725
+ handler.onPointerMove?.call(handler, evt);
726
+ }
727
+ }
728
+ }
729
+ }
730
+
731
+ private readonly pointerEnterSymbol = Symbol("pointerEnter");
732
+ private readonly pointerExitSymbol = Symbol("pointerExit");
733
+
734
+ private isChild(obj: Object3D, possibleChild: Object3D): boolean {
735
+ if (!obj || !possibleChild) return false;
736
+ if (obj === possibleChild) return true;
737
+ if (!obj.parent) return false;
738
+ return this.isChild(obj.parent, possibleChild);
739
+ }
740
+
741
+ private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
742
+ if (!obj || !obj.isUI) return true;
743
+ const hit = this.handleMeshUIIntersection(obj, pressed);
744
+
745
+ return hit;
746
+ }
747
+
748
+ private currentActiveMeshUIComponents: Object3D[] = [];
749
+
750
+ private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
751
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
752
+ if (res) {
753
+ this.currentActiveMeshUIComponents.push(res);
754
+ }
755
+ return res !== null;
756
+ }
757
+
758
+ private resetMeshUIStates() {
759
+ if (this.context.input.getPointerPressedCount() > 0) {
760
+ MeshUIHelper.resetLastSelected();
761
+ }
762
+
763
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
764
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
765
+ const comp = this.currentActiveMeshUIComponents[i];
766
+ MeshUIHelper.resetState(comp);
767
+ }
768
+ this.currentActiveMeshUIComponents.length = 0;
769
+ }
770
+
771
+ private testIsVisible(obj: Object3D | null): boolean {
772
+ if (!obj) return true;
773
+ if (!GameObject.isActiveSelf(obj)) return false;
774
+ return this.testIsVisible(obj.parent);
775
+ }
776
+ }
777
+
778
+
779
+ class MeshUIHelper {
780
+
781
+ private static lastSelected: Object3D | null = null;
782
+ private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
783
+ private static needsUpdate: boolean = false;
784
+
785
+ static markDirty() {
786
+ this.needsUpdate = true;
787
+ }
788
+
789
+ static update(threeMeshUI: any, context: Context, force: boolean = false) {
790
+ if (force) {
791
+ threeMeshUI.update();
792
+ return;
793
+ }
794
+ const currentFrame = context.time.frameCount;
795
+ for (const lu of this.lastUpdateFrame) {
796
+ if (lu.context === context) {
797
+ if (currentFrame === lu.frame) return;
798
+ lu.frame = currentFrame;
799
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
800
+ if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
801
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
802
+ if (shouldUpdate) {
803
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
804
+ if (debug) console.log("Update threemeshui");
805
+ this.needsUpdate = false;
806
+ lu.nextUpdate = currentFrame + 60;
807
+ threeMeshUI.update();
808
+ }
809
+ return;
810
+ }
811
+ }
812
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
813
+ threeMeshUI.update();
814
+ this.needsUpdate = false;
815
+ }
816
+
817
+ static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
818
+ let foundBlock: Object3D | null = null;
819
+
820
+ if (intersect) {
821
+ foundBlock = this.findBlockOrTextInParent(intersect);
822
+ // console.log(intersect, "-- found block:", foundBlock)
823
+ if (foundBlock && foundBlock !== this.lastSelected) {
824
+ const interactable = foundBlock["interactable"];
825
+ if (interactable === false) return null;
826
+ this.needsUpdate = true;
827
+ }
828
+ }
829
+
830
+ return foundBlock;
831
+ }
832
+
833
+ static resetLastSelected() {
834
+ const last = this.lastSelected;
835
+ if (!last) return;
836
+ this.lastSelected = null;
837
+ this.resetState(last);
838
+ }
839
+
840
+ static resetState(obj: any) {
841
+ if (!obj) return;
842
+ this.needsUpdate = true;
843
+ }
844
+
845
+ static findBlockOrTextInParent(elem: any): Object3D | null {
846
+ if (!elem) return null;
847
+ if (elem.isBlock || (elem.isText)) {
848
+ // @TODO : Replace states managements
849
+ // if (Object.keys(elem.states).length > 0)
850
+ return elem;
851
+ }
852
+ return this.findBlockOrTextInParent(elem.parent);
853
+ }
854
854
  }