@needle-tools/engine 4.4.0-beta.7 → 4.4.0-beta.9

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 (1043) hide show
  1. package/CHANGELOG.md +3618 -3616
  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 +5029 -4950
  6. package/dist/needle-engine.bundle.light.js +5030 -4951
  7. package/dist/needle-engine.bundle.light.min.js +146 -116
  8. package/dist/needle-engine.bundle.light.umd.cjs +148 -118
  9. package/dist/needle-engine.bundle.min.js +146 -116
  10. package/dist/needle-engine.bundle.umd.cjs +148 -118
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.light.d.ts +129 -130
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine.d.ts +4 -0
  42. package/lib/engine/engine.js +12 -0
  43. package/lib/engine/engine.js.map +1 -0
  44. package/lib/engine/engine_addressables.d.ts +166 -166
  45. package/lib/engine/engine_addressables.js +608 -608
  46. package/lib/engine/engine_animation.d.ts +43 -43
  47. package/lib/engine/engine_animation.js +133 -133
  48. package/lib/engine/engine_application.d.ts +40 -40
  49. package/lib/engine/engine_application.js +104 -104
  50. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  51. package/lib/engine/engine_assetdatabase.js +344 -344
  52. package/lib/engine/engine_audio.d.ts +4 -4
  53. package/lib/engine/engine_audio.js +23 -23
  54. package/lib/engine/engine_camera.d.ts +13 -13
  55. package/lib/engine/engine_camera.js +30 -30
  56. package/lib/engine/engine_components.d.ts +110 -110
  57. package/lib/engine/engine_components.js +382 -382
  58. package/lib/engine/engine_components_internal.d.ts +9 -9
  59. package/lib/engine/engine_components_internal.js +36 -36
  60. package/lib/engine/engine_constants.d.ts +10 -10
  61. package/lib/engine/engine_constants.js +41 -41
  62. package/lib/engine/engine_context.d.ts +354 -354
  63. package/lib/engine/engine_context.js +1536 -1536
  64. package/lib/engine/engine_context_registry.d.ts +71 -71
  65. package/lib/engine/engine_context_registry.js +117 -117
  66. package/lib/engine/engine_coroutine.d.ts +35 -35
  67. package/lib/engine/engine_coroutine.js +52 -52
  68. package/lib/engine/engine_create_objects.d.ts +118 -118
  69. package/lib/engine/engine_create_objects.js +308 -308
  70. package/lib/engine/engine_default_parameters.d.ts +2 -2
  71. package/lib/engine/engine_default_parameters.js +3 -3
  72. package/lib/engine/engine_editor-sync.d.ts +21 -21
  73. package/lib/engine/engine_editor-sync.js +4 -4
  74. package/lib/engine/engine_element.d.ts +113 -113
  75. package/lib/engine/engine_element.js +832 -829
  76. package/lib/engine/engine_element.js.map +1 -1
  77. package/lib/engine/engine_element_attributes.d.ts +72 -72
  78. package/lib/engine/engine_element_attributes.js +1 -1
  79. package/lib/engine/engine_element_extras.d.ts +6 -6
  80. package/lib/engine/engine_element_extras.js +13 -13
  81. package/lib/engine/engine_element_loading.d.ts +44 -44
  82. package/lib/engine/engine_element_loading.js +349 -349
  83. package/lib/engine/engine_element_overlay.d.ts +21 -21
  84. package/lib/engine/engine_element_overlay.js +166 -166
  85. package/lib/engine/engine_fileloader.d.ts +2 -2
  86. package/lib/engine/engine_fileloader.js +8 -8
  87. package/lib/engine/engine_gameobject.d.ts +68 -68
  88. package/lib/engine/engine_gameobject.js +591 -591
  89. package/lib/engine/engine_generic_utils.d.ts +1 -1
  90. package/lib/engine/engine_generic_utils.js +13 -13
  91. package/lib/engine/engine_gizmos.d.ts +149 -149
  92. package/lib/engine/engine_gizmos.js +530 -530
  93. package/lib/engine/engine_gltf.d.ts +12 -12
  94. package/lib/engine/engine_gltf.js +15 -15
  95. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  96. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  97. package/lib/engine/engine_hot_reload.d.ts +7 -7
  98. package/lib/engine/engine_hot_reload.js +184 -184
  99. package/lib/engine/engine_input.d.ts +352 -352
  100. package/lib/engine/engine_input.js +1265 -1265
  101. package/lib/engine/engine_input_utils.d.ts +2 -2
  102. package/lib/engine/engine_input_utils.js +22 -22
  103. package/lib/engine/engine_instancing.d.ts +19 -19
  104. package/lib/engine/engine_instancing.js +39 -39
  105. package/lib/engine/engine_license.d.ts +11 -9
  106. package/lib/engine/engine_license.js +361 -320
  107. package/lib/engine/engine_license.js.map +1 -1
  108. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  109. package/lib/engine/engine_lifecycle_api.js +99 -99
  110. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  111. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  112. package/lib/engine/engine_lightdata.d.ts +23 -23
  113. package/lib/engine/engine_lightdata.js +91 -91
  114. package/lib/engine/engine_loaders.d.ts +13 -13
  115. package/lib/engine/engine_loaders.js +62 -62
  116. package/lib/engine/engine_lods.d.ts +31 -31
  117. package/lib/engine/engine_lods.js +146 -146
  118. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  119. package/lib/engine/engine_mainloop_utils.js +466 -466
  120. package/lib/engine/engine_math.d.ts +114 -114
  121. package/lib/engine/engine_math.js +247 -247
  122. package/lib/engine/engine_modules.d.ts +36 -36
  123. package/lib/engine/engine_modules.js +85 -85
  124. package/lib/engine/engine_networking.d.ts +252 -252
  125. package/lib/engine/engine_networking.js +743 -743
  126. package/lib/engine/engine_networking_auto.d.ts +24 -24
  127. package/lib/engine/engine_networking_auto.js +310 -310
  128. package/lib/engine/engine_networking_blob.d.ts +48 -48
  129. package/lib/engine/engine_networking_blob.js +212 -212
  130. package/lib/engine/engine_networking_files.d.ts +35 -35
  131. package/lib/engine/engine_networking_files.js +172 -172
  132. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  133. package/lib/engine/engine_networking_files_default_components.js +42 -42
  134. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  135. package/lib/engine/engine_networking_instantiate.js +345 -345
  136. package/lib/engine/engine_networking_peer.d.ts +15 -15
  137. package/lib/engine/engine_networking_peer.js +132 -132
  138. package/lib/engine/engine_networking_streams.d.ts +123 -123
  139. package/lib/engine/engine_networking_streams.js +645 -645
  140. package/lib/engine/engine_networking_types.d.ts +22 -22
  141. package/lib/engine/engine_networking_types.js +7 -7
  142. package/lib/engine/engine_networking_utils.d.ts +2 -2
  143. package/lib/engine/engine_networking_utils.js +20 -20
  144. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  145. package/lib/engine/engine_networking_websocket.js +2 -2
  146. package/lib/engine/engine_patcher.d.ts +10 -10
  147. package/lib/engine/engine_patcher.js +142 -142
  148. package/lib/engine/engine_physics.d.ts +152 -152
  149. package/lib/engine/engine_physics.js +645 -645
  150. package/lib/engine/engine_physics.types.d.ts +40 -40
  151. package/lib/engine/engine_physics.types.js +33 -33
  152. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  153. package/lib/engine/engine_physics_rapier.js +1432 -1432
  154. package/lib/engine/engine_playerview.d.ts +26 -26
  155. package/lib/engine/engine_playerview.js +64 -64
  156. package/lib/engine/engine_scenelighting.d.ts +71 -71
  157. package/lib/engine/engine_scenelighting.js +226 -226
  158. package/lib/engine/engine_scenetools.d.ts +50 -50
  159. package/lib/engine/engine_scenetools.js +321 -321
  160. package/lib/engine/engine_serialization.d.ts +3 -3
  161. package/lib/engine/engine_serialization.js +3 -3
  162. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  163. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  164. package/lib/engine/engine_serialization_core.d.ts +85 -85
  165. package/lib/engine/engine_serialization_core.js +602 -602
  166. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  167. package/lib/engine/engine_serialization_decorator.js +66 -66
  168. package/lib/engine/engine_setup.d.ts +1 -1
  169. package/lib/engine/engine_setup.js +2 -2
  170. package/lib/engine/engine_shaders.d.ts +53 -53
  171. package/lib/engine/engine_shaders.js +252 -252
  172. package/lib/engine/engine_shims.d.ts +4 -4
  173. package/lib/engine/engine_shims.js +24 -24
  174. package/lib/engine/engine_test_utils.d.ts +39 -39
  175. package/lib/engine/engine_test_utils.js +83 -83
  176. package/lib/engine/engine_texture.d.ts +28 -28
  177. package/lib/engine/engine_texture.js +64 -64
  178. package/lib/engine/engine_three_utils.d.ts +201 -201
  179. package/lib/engine/engine_three_utils.js +731 -731
  180. package/lib/engine/engine_time.d.ts +51 -51
  181. package/lib/engine/engine_time.js +82 -82
  182. package/lib/engine/engine_time_utils.d.ts +88 -88
  183. package/lib/engine/engine_time_utils.js +215 -215
  184. package/lib/engine/engine_tonemapping.d.ts +2 -2
  185. package/lib/engine/engine_tonemapping.js +194 -194
  186. package/lib/engine/engine_types.d.ts +572 -572
  187. package/lib/engine/engine_types.js +88 -88
  188. package/lib/engine/engine_typestore.d.ts +28 -28
  189. package/lib/engine/engine_typestore.js +55 -55
  190. package/lib/engine/engine_util_decorator.d.ts +13 -13
  191. package/lib/engine/engine_util_decorator.js +116 -116
  192. package/lib/engine/engine_utils.d.ts +266 -266
  193. package/lib/engine/engine_utils.js +878 -878
  194. package/lib/engine/engine_utils_format.d.ts +21 -21
  195. package/lib/engine/engine_utils_format.js +193 -193
  196. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  197. package/lib/engine/engine_utils_screenshot.js +513 -513
  198. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  199. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  200. package/lib/engine/engine_web_api.d.ts +12 -0
  201. package/lib/engine/engine_web_api.js +113 -0
  202. package/lib/engine/engine_web_api.js.map +1 -0
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  254. package/lib/engine/js-extensions/RGBAColor.js +110 -110
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1018
  283. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  284. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  285. package/lib/engine/webcomponents/needle-button.js +161 -161
  286. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  287. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  288. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  289. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  290. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  291. package/lib/engine/xr/NeedleXRSync.js +188 -188
  292. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  293. package/lib/engine/xr/SceneTransition.js +69 -69
  294. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  295. package/lib/engine/xr/TempXRContext.js +187 -187
  296. package/lib/engine/xr/XRRig.d.ts +7 -7
  297. package/lib/engine/xr/XRRig.js +1 -1
  298. package/lib/engine/xr/api.d.ts +6 -6
  299. package/lib/engine/xr/api.js +6 -6
  300. package/lib/engine/xr/events.d.ts +66 -66
  301. package/lib/engine/xr/events.js +93 -93
  302. package/lib/engine/xr/internal.d.ts +12 -12
  303. package/lib/engine/xr/internal.js +25 -25
  304. package/lib/engine/xr/usdz.d.ts +12 -12
  305. package/lib/engine/xr/usdz.js +29 -29
  306. package/lib/engine/xr/utils.d.ts +11 -11
  307. package/lib/engine/xr/utils.js +34 -34
  308. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  309. package/lib/engine-components/AlignmentConstraint.js +39 -39
  310. package/lib/engine-components/Animation.d.ts +156 -156
  311. package/lib/engine-components/Animation.js +508 -508
  312. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  313. package/lib/engine-components/AnimationCurve.js +159 -159
  314. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  315. package/lib/engine-components/AnimationUtils.js +27 -27
  316. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  317. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  318. package/lib/engine-components/Animator.d.ts +217 -217
  319. package/lib/engine-components/Animator.js +354 -354
  320. package/lib/engine-components/AnimatorController.d.ts +227 -227
  321. package/lib/engine-components/AnimatorController.js +1152 -1152
  322. package/lib/engine-components/AudioListener.d.ts +33 -33
  323. package/lib/engine-components/AudioListener.js +86 -86
  324. package/lib/engine-components/AudioSource.d.ts +217 -217
  325. package/lib/engine-components/AudioSource.js +627 -627
  326. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  327. package/lib/engine-components/AvatarLoader.js +231 -231
  328. package/lib/engine-components/AxesHelper.d.ts +32 -32
  329. package/lib/engine-components/AxesHelper.js +67 -67
  330. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  331. package/lib/engine-components/BasicIKConstraint.js +43 -43
  332. package/lib/engine-components/BoxCollider.d.ts +2 -2
  333. package/lib/engine-components/BoxCollider.js +2 -2
  334. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  335. package/lib/engine-components/BoxHelperComponent.js +102 -102
  336. package/lib/engine-components/Camera.d.ts +231 -231
  337. package/lib/engine-components/Camera.js +700 -700
  338. package/lib/engine-components/CameraUtils.d.ts +1 -1
  339. package/lib/engine-components/CameraUtils.js +121 -121
  340. package/lib/engine-components/CharacterController.d.ts +55 -55
  341. package/lib/engine-components/CharacterController.js +236 -236
  342. package/lib/engine-components/Collider.d.ts +188 -188
  343. package/lib/engine-components/Collider.js +369 -369
  344. package/lib/engine-components/Component.d.ts +792 -792
  345. package/lib/engine-components/Component.js +915 -915
  346. package/lib/engine-components/ContactShadows.d.ts +82 -82
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  1017. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1018. package/src/engine-schemes/dist/vec2.js +32 -0
  1019. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1020. package/src/engine-schemes/dist/vec3.js +36 -0
  1021. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1022. package/src/engine-schemes/dist/vec4.js +40 -0
  1023. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1024. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1026. package/src/engine-schemes/schemes.ts +28 -28
  1027. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1028. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1029. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1030. package/src/engine-schemes/transform.ts +50 -50
  1031. package/src/engine-schemes/transforms.fbs +25 -25
  1032. package/src/engine-schemes/vec.fbs +19 -19
  1033. package/src/engine-schemes/vec2.ts +33 -33
  1034. package/src/engine-schemes/vec3.ts +38 -38
  1035. package/src/engine-schemes/vec4.ts +43 -43
  1036. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1037. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1038. package/src/include/draco/draco_decoder.js +34 -34
  1039. package/src/include/ktx2/basis_transcoder.js +21 -21
  1040. package/src/include/needle/arial-msdf.json +1471 -1471
  1041. package/src/include/three/DragControls.js +231 -231
  1042. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1043. package/src/needle-engine.ts +70 -70
@@ -1,431 +1,431 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, Object3D, OrthographicCamera, PlaneGeometry, ShaderMaterial, Vector3, WebGLRenderTarget } from "three";
8
- import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
9
- import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
10
- import { setAutoFitEnabled } from "../engine/engine_camera.js";
11
- import { addComponent } from "../engine/engine_components.js";
12
- import { Context } from "../engine/engine_context.js";
13
- import { Gizmos } from "../engine/engine_gizmos.js";
14
- import { onStart } from "../engine/engine_lifecycle_api.js";
15
- import { serializable } from "../engine/engine_serialization_decorator.js";
16
- import { getBoundingBox, getVisibleInCustomShadowRendering } from "../engine/engine_three_utils.js";
17
- import { HideFlags } from "../engine/engine_types.js";
18
- import { getParam } from "../engine/engine_utils.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour } from "./Component.js";
21
- const debug = getParam("debugcontactshadows");
22
- onStart(ctx => {
23
- const val = ctx.domElement.getAttribute("contactshadows") || ctx.domElement.getAttribute("contact-shadows");
24
- if (val != undefined && val != "0" && val != "false") {
25
- console.debug("Auto-creating ContactShadows because of `contactshadows` attribute");
26
- const shadows = ContactShadows.auto(ctx);
27
- const intensity = parseFloat(val);
28
- if (!isNaN(intensity)) {
29
- shadows.opacity = intensity;
30
- shadows.darkness = intensity;
31
- }
32
- }
33
- });
34
- // Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
35
- // Improved with
36
- // - ground occluder
37
- // - backface shadowing (slightly less than front faces)
38
- // - node can simply be scaled in Y to adjust max. ground height
39
- /**
40
- * ContactShadows is a component that allows to display contact shadows in the scene.
41
- * @category Rendering
42
- * @group Components
43
- */
44
- export class ContactShadows extends Behaviour {
45
- static _instances = new Map();
46
- /**
47
- * Create contact shadows for the scene. Automatically fits the shadows to the scene.
48
- * The instance of contact shadows will be created only once.
49
- * @param context The context to create the contact shadows in.
50
- * @returns The instance of the contact shadows.
51
- */
52
- static auto(context) {
53
- if (!context)
54
- context = Context.Current;
55
- if (!context) {
56
- throw new Error("No context provided and no current context set.");
57
- }
58
- let instance = this._instances.get(context);
59
- if (!instance || instance.destroyed) {
60
- const obj = new Object3D();
61
- instance = addComponent(obj, ContactShadows, {
62
- autoFit: false,
63
- occludeBelowGround: false
64
- });
65
- this._instances.set(context, instance);
66
- }
67
- context.scene.add(instance.gameObject);
68
- instance.fitShadows();
69
- return instance;
70
- }
71
- /**
72
- * When enabled the contact shadows component will be created to fit the whole scene.
73
- */
74
- autoFit = false;
75
- /**
76
- * Darkness of the shadows.
77
- * @default 0.5
78
- */
79
- darkness = 0.5;
80
- /**
81
- * Opacity of the shadows.
82
- * @default 0.5
83
- */
84
- opacity = 0.5;
85
- /**
86
- * Blur of the shadows.
87
- * @default 4.0
88
- */
89
- blur = 4.0;
90
- /**
91
- * When enabled objects will not be visible below the shadow plane
92
- * @default false
93
- */
94
- occludeBelowGround = false;
95
- /**
96
- * When enabled the backfaces of objects will cast shadows as well.
97
- * @default true
98
- */
99
- backfaceShadows = true;
100
- /**
101
- * The minimum size of the shadows box
102
- */
103
- minSize;
104
- /** All shadow objects are parented to this object.
105
- * The gameObject itself should not be transformed because we want the ContactShadows object e.g. also have a GroundProjectedEnv component
106
- * in which case ContactShadows scale would affect the projection
107
- **/
108
- shadowsRoot = new Object3D();
109
- shadowCamera;
110
- shadowGroup = new Group();
111
- renderTarget;
112
- renderTargetBlur;
113
- plane;
114
- occluderMesh;
115
- blurPlane;
116
- depthMaterial;
117
- horizontalBlurMaterial;
118
- verticalBlurMaterial;
119
- textureSize = 512;
120
- /**
121
- * Call to fit the shadows to the scene.
122
- */
123
- fitShadows() {
124
- if (debug)
125
- console.warn("Fitting shadows to scene");
126
- setAutoFitEnabled(this.shadowsRoot, false);
127
- const box = getBoundingBox(this.context.scene.children, [this.shadowsRoot]);
128
- // expand box in all directions (except below ground)
129
- // 0.75 expands by 75% in each direction
130
- // The "32" is pretty much heuristically determined – adjusting the value until we don't get a visible border anymore.
131
- const expandFactor = Math.max(1, this.blur / 32);
132
- const sizeX = box.max.x - box.min.x;
133
- const sizeZ = box.max.z - box.min.z;
134
- box.expandByVector(new Vector3(expandFactor * sizeX, 0, expandFactor * sizeZ));
135
- if (debug)
136
- Gizmos.DrawWireBox3(box, 0xffff00, 60);
137
- if (this.gameObject.parent) {
138
- // transform box from world space into parent space
139
- box.applyMatrix4(this.gameObject.parent.matrixWorld.clone().invert());
140
- }
141
- const min = box.min;
142
- const offset = Math.max(0.00001, (box.max.y - min.y) * .002);
143
- box.max.y += offset;
144
- // This is for cases where GroundProjection with autoFit is used
145
- // Since contact shadows can currently not ignore certain objects from rendering
146
- // we need to make sure the GroundProjection is not exactly on the same level as ContactShadows
147
- // We can't move GroundProjection down because of immersive-ar mesh/plane tracking where occlusion would otherwise hide GroundProjection
148
- this.shadowsRoot.position.set((min.x + box.max.x) / 2, min.y - offset, (min.z + box.max.z) / 2);
149
- this.shadowsRoot.scale.set(box.max.x - min.x, box.max.y - min.y, box.max.z - min.z);
150
- this.applyMinSize();
151
- this.shadowsRoot.matrixWorldNeedsUpdate = true;
152
- if (debug)
153
- console.log("Fitted shadows to scene", this.shadowsRoot.scale.clone());
154
- }
155
- /** @internal */
156
- awake() {
157
- ContactShadows._instances.set(this.context, this);
158
- this.shadowsRoot.hideFlags = HideFlags.DontExport;
159
- // ignore self for autofitting
160
- setAutoFitEnabled(this.shadowsRoot, false);
161
- }
162
- /** @internal */
163
- start() {
164
- if (debug)
165
- console.log("Create ContactShadows on " + this.gameObject.name, this);
166
- this.gameObject.add(this.shadowsRoot);
167
- this.shadowsRoot.add(this.shadowGroup);
168
- // the render target that will show the shadows in the plane texture
169
- this.renderTarget = new WebGLRenderTarget(this.textureSize, this.textureSize);
170
- this.renderTarget.texture.generateMipmaps = false;
171
- // the render target that we will use to blur the first render target
172
- this.renderTargetBlur = new WebGLRenderTarget(this.textureSize, this.textureSize);
173
- this.renderTargetBlur.texture.generateMipmaps = false;
174
- // make a plane and make it face up
175
- const planeGeometry = new PlaneGeometry(1, 1).rotateX(Math.PI / 2);
176
- if (this.gameObject instanceof Mesh) {
177
- console.warn("ContactShadows can not be added to a Mesh. Please add it to a Group or an empty Object");
178
- // this.enabled = false;
179
- setCustomVisibility(this.gameObject, false);
180
- // this.plane = this.gameObject as any as Mesh;
181
- // // Make sure we clone the material once because it might be used on another object as well
182
- // const mat = this.plane.material = (this.plane.material as MeshBasicMaterial).clone();
183
- // mat.map = this.renderTarget.texture;
184
- // mat.opacity = this.opacity;
185
- // mat.transparent = true;
186
- // mat.depthWrite = false;
187
- // mat.needsUpdate = true;
188
- // When someone makes a custom mesh, they can set these values right on the material.
189
- // mat.opacity = this.state.plane.opacity;
190
- // mat.transparent = true;
191
- // mat.depthWrite = false;
192
- }
193
- const planeMaterial = new MeshBasicMaterial({
194
- map: this.renderTarget.texture,
195
- opacity: this.opacity,
196
- color: 0x000000,
197
- transparent: true,
198
- depthWrite: false,
199
- side: FrontSide,
200
- });
201
- this.plane = new Mesh(planeGeometry, planeMaterial);
202
- this.plane.scale.y = -1;
203
- this.plane.layers.set(2);
204
- this.shadowsRoot.add(this.plane);
205
- if (this.plane)
206
- this.plane.renderOrder = 1;
207
- this.occluderMesh = new Mesh(this.plane.geometry, new MeshBasicMaterial({
208
- depthWrite: true,
209
- stencilWrite: true,
210
- colorWrite: false,
211
- side: BackSide,
212
- }))
213
- // .rotateX(Math.PI)
214
- .translateY(-0.0001);
215
- this.occluderMesh.renderOrder = -100;
216
- this.occluderMesh.layers.set(2);
217
- this.shadowsRoot.add(this.occluderMesh);
218
- // the plane onto which to blur the texture
219
- this.blurPlane = new Mesh(planeGeometry);
220
- this.blurPlane.visible = false;
221
- this.shadowGroup.add(this.blurPlane);
222
- // max. ground distance is controlled via object scale
223
- const near = 0;
224
- const far = 1.0;
225
- this.shadowCamera = new OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, near, far);
226
- this.shadowCamera.layers.enableAll();
227
- this.shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
228
- this.shadowGroup.add(this.shadowCamera);
229
- // like MeshDepthMaterial, but goes from black to transparent
230
- this.depthMaterial = new MeshDepthMaterial();
231
- this.depthMaterial.userData.darkness = { value: this.darkness };
232
- // this will properly overlap calculated shadows
233
- this.depthMaterial.blending = CustomBlending;
234
- this.depthMaterial.blendEquation = MaxEquation;
235
- // this.depthMaterial.blendEquation = MinEquation;
236
- this.depthMaterial.onBeforeCompile = shader => {
237
- if (!this.depthMaterial)
238
- return;
239
- shader.uniforms.darkness = this.depthMaterial.userData.darkness;
240
- shader.fragmentShader = /* glsl */ `
241
- uniform float darkness;
242
- ${shader.fragmentShader.replace('gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
243
- // we're scaling the shadow value down a bit when it's a backface (looks better)
244
- 'gl_FragColor = vec4( vec3( 1.0 ), ( 1.0 - fragCoordZ ) * darkness * opacity * (gl_FrontFacing ? 1.0 : 0.66) );')}
245
- `;
246
- };
247
- this.depthMaterial.depthTest = false;
248
- this.depthMaterial.depthWrite = false;
249
- this.horizontalBlurMaterial = new ShaderMaterial(HorizontalBlurShader);
250
- this.horizontalBlurMaterial.depthTest = false;
251
- this.verticalBlurMaterial = new ShaderMaterial(VerticalBlurShader);
252
- this.verticalBlurMaterial.depthTest = false;
253
- this.shadowGroup.visible = false;
254
- if (this.autoFit)
255
- this.fitShadows();
256
- else
257
- this.applyMinSize();
258
- }
259
- /** @internal */
260
- onDestroy() {
261
- const instance = ContactShadows._instances.get(this.context);
262
- if (instance === this) {
263
- ContactShadows._instances.delete(this.context);
264
- }
265
- // dispose the render targets
266
- this.renderTarget?.dispose();
267
- this.renderTargetBlur?.dispose();
268
- // dispose the materials
269
- this.depthMaterial?.dispose();
270
- this.horizontalBlurMaterial?.dispose();
271
- this.verticalBlurMaterial?.dispose();
272
- // dispose the geometries
273
- this.blurPlane?.geometry.dispose();
274
- this.plane?.geometry.dispose();
275
- this.occluderMesh?.geometry.dispose();
276
- }
277
- /** @internal */
278
- onBeforeRender(_frame) {
279
- if (!this.renderTarget || !this.renderTargetBlur ||
280
- !this.depthMaterial || !this.shadowCamera ||
281
- !this.blurPlane || !this.shadowGroup || !this.plane ||
282
- !this.horizontalBlurMaterial || !this.verticalBlurMaterial) {
283
- if (debug)
284
- console.error("ContactShadows: not initialized yet");
285
- return;
286
- }
287
- const scene = this.context.scene;
288
- const renderer = this.context.renderer;
289
- const initialRenderTarget = renderer.getRenderTarget();
290
- // Idea: shear the shadowCamera matrix to add some light direction to the ground shadows
291
- /*
292
- const mat = this.shadowCamera.projectionMatrix.clone();
293
- this.shadowCamera.projectionMatrix.multiply(new Matrix4().makeShear(0, 0, 0, 0, 0, 0));
294
- */
295
- this.shadowGroup.visible = true;
296
- if (this.occluderMesh)
297
- this.occluderMesh.visible = false;
298
- const planeWasVisible = this.plane.visible;
299
- this.plane.visible = false;
300
- if (this.gameObject instanceof Mesh) {
301
- // this.gameObject.visible = false;
302
- setCustomVisibility(this.gameObject, false);
303
- }
304
- // remove the background
305
- const initialBackground = scene.background;
306
- scene.background = null;
307
- // force the depthMaterial to everything
308
- scene.overrideMaterial = this.depthMaterial;
309
- if (this.backfaceShadows)
310
- this.depthMaterial.side = DoubleSide;
311
- else {
312
- this.depthMaterial.side = FrontSide;
313
- }
314
- // set renderer clear alpha
315
- const initialClearAlpha = renderer.getClearAlpha();
316
- renderer.setClearAlpha(0);
317
- const prevXRState = renderer.xr.enabled;
318
- renderer.xr.enabled = false;
319
- const prevSceneMatrixAutoUpdate = this.context.scene.matrixWorldAutoUpdate;
320
- this.context.scene.matrixWorldAutoUpdate = false;
321
- const list = renderer.renderLists.get(scene, 0);
322
- const prevTransparent = list.transparent;
323
- empty_buffer.length = 0;
324
- list.transparent = empty_buffer;
325
- // we need to hide objects that don't render color or that are wireframes
326
- objects_hidden.length = 0;
327
- for (const entry of list.opaque) {
328
- if (!entry.object.visible)
329
- continue;
330
- const mat = entry.material;
331
- // Ignore objects that don't render color
332
- let hide = entry.material.colorWrite == false || mat.wireframe === true || getVisibleInCustomShadowRendering(entry.object) === false;
333
- // Ignore line materials (e.g. GridHelper)
334
- if (!hide && (entry.material["isLineMaterial"]))
335
- hide = true;
336
- // Ignore point materials
337
- if (!hide && (entry.material["isPointsMaterial"]))
338
- hide = true;
339
- if (hide) {
340
- objects_hidden.push(entry.object);
341
- entry.object["needle:visible"] = entry.object.visible;
342
- entry.object.visible = false;
343
- }
344
- }
345
- // render to the render target to get the depths
346
- renderer.setRenderTarget(this.renderTarget);
347
- renderer.clear();
348
- renderer.render(scene, this.shadowCamera);
349
- list.transparent = prevTransparent;
350
- // reset previously hidden objects
351
- for (const object of objects_hidden) {
352
- if (object["needle:visible"] != undefined) {
353
- object.visible = object["needle:visible"];
354
- }
355
- }
356
- // for the shearing idea
357
- // this.shadowCamera.projectionMatrix.copy(mat);
358
- // and reset the override material
359
- scene.overrideMaterial = null;
360
- const blurAmount = Math.max(this.blur, 0.05);
361
- // two-pass blur to reduce the artifacts
362
- this.blurShadow(blurAmount * 2);
363
- this.blurShadow(blurAmount * 0.5);
364
- this.shadowGroup.visible = false;
365
- if (this.occluderMesh)
366
- this.occluderMesh.visible = this.occludeBelowGround;
367
- this.plane.visible = planeWasVisible;
368
- // reset and render the normal scene
369
- renderer.setRenderTarget(initialRenderTarget);
370
- renderer.setClearAlpha(initialClearAlpha);
371
- scene.background = initialBackground;
372
- renderer.xr.enabled = prevXRState;
373
- this.context.scene.matrixWorldAutoUpdate = prevSceneMatrixAutoUpdate;
374
- }
375
- // renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
376
- blurShadow(amount) {
377
- if (!this.blurPlane || !this.shadowCamera ||
378
- !this.renderTarget || !this.renderTargetBlur ||
379
- !this.horizontalBlurMaterial || !this.verticalBlurMaterial)
380
- return;
381
- this.blurPlane.visible = true;
382
- // Correct for contact shadow plane aspect ratio.
383
- // since we have a separable blur, we can just adjust the blur amount for X and Z individually
384
- const ws = this.shadowsRoot.worldScale;
385
- const avg = (ws.x + ws.z) / 2;
386
- const aspectX = ws.z / avg;
387
- const aspectZ = ws.x / avg;
388
- // blur horizontally and draw in the renderTargetBlur
389
- this.blurPlane.material = this.horizontalBlurMaterial;
390
- this.blurPlane.material.uniforms.tDiffuse.value = this.renderTarget.texture;
391
- this.horizontalBlurMaterial.uniforms.h.value = amount * 1 / this.textureSize * aspectX;
392
- const renderer = this.context.renderer;
393
- const currentRt = renderer.getRenderTarget();
394
- renderer.setRenderTarget(this.renderTargetBlur);
395
- renderer.render(this.blurPlane, this.shadowCamera);
396
- // blur vertically and draw in the main renderTarget
397
- this.blurPlane.material = this.verticalBlurMaterial;
398
- this.blurPlane.material.uniforms.tDiffuse.value = this.renderTargetBlur.texture;
399
- this.verticalBlurMaterial.uniforms.v.value = amount * 1 / this.textureSize * aspectZ;
400
- renderer.setRenderTarget(this.renderTarget);
401
- renderer.render(this.blurPlane, this.shadowCamera);
402
- this.blurPlane.visible = false;
403
- renderer.setRenderTarget(currentRt);
404
- }
405
- applyMinSize() {
406
- if (this.minSize) {
407
- this.shadowsRoot.scale.set(Math.max(this.minSize.x || 0, this.shadowsRoot.scale.x), Math.max(this.minSize.y || 0, this.shadowsRoot.scale.y), Math.max(this.minSize.z || 0, this.shadowsRoot.scale.z));
408
- }
409
- }
410
- }
411
- __decorate([
412
- serializable()
413
- ], ContactShadows.prototype, "autoFit", void 0);
414
- __decorate([
415
- serializable()
416
- ], ContactShadows.prototype, "darkness", void 0);
417
- __decorate([
418
- serializable()
419
- ], ContactShadows.prototype, "opacity", void 0);
420
- __decorate([
421
- serializable()
422
- ], ContactShadows.prototype, "blur", void 0);
423
- __decorate([
424
- serializable()
425
- ], ContactShadows.prototype, "occludeBelowGround", void 0);
426
- __decorate([
427
- serializable()
428
- ], ContactShadows.prototype, "backfaceShadows", void 0);
429
- const empty_buffer = [];
430
- const objects_hidden = new Array();
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, Object3D, OrthographicCamera, PlaneGeometry, ShaderMaterial, Vector3, WebGLRenderTarget } from "three";
8
+ import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
9
+ import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
10
+ import { setAutoFitEnabled } from "../engine/engine_camera.js";
11
+ import { addComponent } from "../engine/engine_components.js";
12
+ import { Context } from "../engine/engine_context.js";
13
+ import { Gizmos } from "../engine/engine_gizmos.js";
14
+ import { onStart } from "../engine/engine_lifecycle_api.js";
15
+ import { serializable } from "../engine/engine_serialization_decorator.js";
16
+ import { getBoundingBox, getVisibleInCustomShadowRendering } from "../engine/engine_three_utils.js";
17
+ import { HideFlags } from "../engine/engine_types.js";
18
+ import { getParam } from "../engine/engine_utils.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour } from "./Component.js";
21
+ const debug = getParam("debugcontactshadows");
22
+ onStart(ctx => {
23
+ const val = ctx.domElement.getAttribute("contactshadows") || ctx.domElement.getAttribute("contact-shadows");
24
+ if (val != undefined && val != "0" && val != "false") {
25
+ console.debug("Auto-creating ContactShadows because of `contactshadows` attribute");
26
+ const shadows = ContactShadows.auto(ctx);
27
+ const intensity = parseFloat(val);
28
+ if (!isNaN(intensity)) {
29
+ shadows.opacity = intensity;
30
+ shadows.darkness = intensity;
31
+ }
32
+ }
33
+ });
34
+ // Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
35
+ // Improved with
36
+ // - ground occluder
37
+ // - backface shadowing (slightly less than front faces)
38
+ // - node can simply be scaled in Y to adjust max. ground height
39
+ /**
40
+ * ContactShadows is a component that allows to display contact shadows in the scene.
41
+ * @category Rendering
42
+ * @group Components
43
+ */
44
+ export class ContactShadows extends Behaviour {
45
+ static _instances = new Map();
46
+ /**
47
+ * Create contact shadows for the scene. Automatically fits the shadows to the scene.
48
+ * The instance of contact shadows will be created only once.
49
+ * @param context The context to create the contact shadows in.
50
+ * @returns The instance of the contact shadows.
51
+ */
52
+ static auto(context) {
53
+ if (!context)
54
+ context = Context.Current;
55
+ if (!context) {
56
+ throw new Error("No context provided and no current context set.");
57
+ }
58
+ let instance = this._instances.get(context);
59
+ if (!instance || instance.destroyed) {
60
+ const obj = new Object3D();
61
+ instance = addComponent(obj, ContactShadows, {
62
+ autoFit: false,
63
+ occludeBelowGround: false
64
+ });
65
+ this._instances.set(context, instance);
66
+ }
67
+ context.scene.add(instance.gameObject);
68
+ instance.fitShadows();
69
+ return instance;
70
+ }
71
+ /**
72
+ * When enabled the contact shadows component will be created to fit the whole scene.
73
+ */
74
+ autoFit = false;
75
+ /**
76
+ * Darkness of the shadows.
77
+ * @default 0.5
78
+ */
79
+ darkness = 0.5;
80
+ /**
81
+ * Opacity of the shadows.
82
+ * @default 0.5
83
+ */
84
+ opacity = 0.5;
85
+ /**
86
+ * Blur of the shadows.
87
+ * @default 4.0
88
+ */
89
+ blur = 4.0;
90
+ /**
91
+ * When enabled objects will not be visible below the shadow plane
92
+ * @default false
93
+ */
94
+ occludeBelowGround = false;
95
+ /**
96
+ * When enabled the backfaces of objects will cast shadows as well.
97
+ * @default true
98
+ */
99
+ backfaceShadows = true;
100
+ /**
101
+ * The minimum size of the shadows box
102
+ */
103
+ minSize;
104
+ /** All shadow objects are parented to this object.
105
+ * The gameObject itself should not be transformed because we want the ContactShadows object e.g. also have a GroundProjectedEnv component
106
+ * in which case ContactShadows scale would affect the projection
107
+ **/
108
+ shadowsRoot = new Object3D();
109
+ shadowCamera;
110
+ shadowGroup = new Group();
111
+ renderTarget;
112
+ renderTargetBlur;
113
+ plane;
114
+ occluderMesh;
115
+ blurPlane;
116
+ depthMaterial;
117
+ horizontalBlurMaterial;
118
+ verticalBlurMaterial;
119
+ textureSize = 512;
120
+ /**
121
+ * Call to fit the shadows to the scene.
122
+ */
123
+ fitShadows() {
124
+ if (debug)
125
+ console.warn("Fitting shadows to scene");
126
+ setAutoFitEnabled(this.shadowsRoot, false);
127
+ const box = getBoundingBox(this.context.scene.children, [this.shadowsRoot]);
128
+ // expand box in all directions (except below ground)
129
+ // 0.75 expands by 75% in each direction
130
+ // The "32" is pretty much heuristically determined – adjusting the value until we don't get a visible border anymore.
131
+ const expandFactor = Math.max(1, this.blur / 32);
132
+ const sizeX = box.max.x - box.min.x;
133
+ const sizeZ = box.max.z - box.min.z;
134
+ box.expandByVector(new Vector3(expandFactor * sizeX, 0, expandFactor * sizeZ));
135
+ if (debug)
136
+ Gizmos.DrawWireBox3(box, 0xffff00, 60);
137
+ if (this.gameObject.parent) {
138
+ // transform box from world space into parent space
139
+ box.applyMatrix4(this.gameObject.parent.matrixWorld.clone().invert());
140
+ }
141
+ const min = box.min;
142
+ const offset = Math.max(0.00001, (box.max.y - min.y) * .002);
143
+ box.max.y += offset;
144
+ // This is for cases where GroundProjection with autoFit is used
145
+ // Since contact shadows can currently not ignore certain objects from rendering
146
+ // we need to make sure the GroundProjection is not exactly on the same level as ContactShadows
147
+ // We can't move GroundProjection down because of immersive-ar mesh/plane tracking where occlusion would otherwise hide GroundProjection
148
+ this.shadowsRoot.position.set((min.x + box.max.x) / 2, min.y - offset, (min.z + box.max.z) / 2);
149
+ this.shadowsRoot.scale.set(box.max.x - min.x, box.max.y - min.y, box.max.z - min.z);
150
+ this.applyMinSize();
151
+ this.shadowsRoot.matrixWorldNeedsUpdate = true;
152
+ if (debug)
153
+ console.log("Fitted shadows to scene", this.shadowsRoot.scale.clone());
154
+ }
155
+ /** @internal */
156
+ awake() {
157
+ ContactShadows._instances.set(this.context, this);
158
+ this.shadowsRoot.hideFlags = HideFlags.DontExport;
159
+ // ignore self for autofitting
160
+ setAutoFitEnabled(this.shadowsRoot, false);
161
+ }
162
+ /** @internal */
163
+ start() {
164
+ if (debug)
165
+ console.log("Create ContactShadows on " + this.gameObject.name, this);
166
+ this.gameObject.add(this.shadowsRoot);
167
+ this.shadowsRoot.add(this.shadowGroup);
168
+ // the render target that will show the shadows in the plane texture
169
+ this.renderTarget = new WebGLRenderTarget(this.textureSize, this.textureSize);
170
+ this.renderTarget.texture.generateMipmaps = false;
171
+ // the render target that we will use to blur the first render target
172
+ this.renderTargetBlur = new WebGLRenderTarget(this.textureSize, this.textureSize);
173
+ this.renderTargetBlur.texture.generateMipmaps = false;
174
+ // make a plane and make it face up
175
+ const planeGeometry = new PlaneGeometry(1, 1).rotateX(Math.PI / 2);
176
+ if (this.gameObject instanceof Mesh) {
177
+ console.warn("ContactShadows can not be added to a Mesh. Please add it to a Group or an empty Object");
178
+ // this.enabled = false;
179
+ setCustomVisibility(this.gameObject, false);
180
+ // this.plane = this.gameObject as any as Mesh;
181
+ // // Make sure we clone the material once because it might be used on another object as well
182
+ // const mat = this.plane.material = (this.plane.material as MeshBasicMaterial).clone();
183
+ // mat.map = this.renderTarget.texture;
184
+ // mat.opacity = this.opacity;
185
+ // mat.transparent = true;
186
+ // mat.depthWrite = false;
187
+ // mat.needsUpdate = true;
188
+ // When someone makes a custom mesh, they can set these values right on the material.
189
+ // mat.opacity = this.state.plane.opacity;
190
+ // mat.transparent = true;
191
+ // mat.depthWrite = false;
192
+ }
193
+ const planeMaterial = new MeshBasicMaterial({
194
+ map: this.renderTarget.texture,
195
+ opacity: this.opacity,
196
+ color: 0x000000,
197
+ transparent: true,
198
+ depthWrite: false,
199
+ side: FrontSide,
200
+ });
201
+ this.plane = new Mesh(planeGeometry, planeMaterial);
202
+ this.plane.scale.y = -1;
203
+ this.plane.layers.set(2);
204
+ this.shadowsRoot.add(this.plane);
205
+ if (this.plane)
206
+ this.plane.renderOrder = 1;
207
+ this.occluderMesh = new Mesh(this.plane.geometry, new MeshBasicMaterial({
208
+ depthWrite: true,
209
+ stencilWrite: true,
210
+ colorWrite: false,
211
+ side: BackSide,
212
+ }))
213
+ // .rotateX(Math.PI)
214
+ .translateY(-0.0001);
215
+ this.occluderMesh.renderOrder = -100;
216
+ this.occluderMesh.layers.set(2);
217
+ this.shadowsRoot.add(this.occluderMesh);
218
+ // the plane onto which to blur the texture
219
+ this.blurPlane = new Mesh(planeGeometry);
220
+ this.blurPlane.visible = false;
221
+ this.shadowGroup.add(this.blurPlane);
222
+ // max. ground distance is controlled via object scale
223
+ const near = 0;
224
+ const far = 1.0;
225
+ this.shadowCamera = new OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, near, far);
226
+ this.shadowCamera.layers.enableAll();
227
+ this.shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
228
+ this.shadowGroup.add(this.shadowCamera);
229
+ // like MeshDepthMaterial, but goes from black to transparent
230
+ this.depthMaterial = new MeshDepthMaterial();
231
+ this.depthMaterial.userData.darkness = { value: this.darkness };
232
+ // this will properly overlap calculated shadows
233
+ this.depthMaterial.blending = CustomBlending;
234
+ this.depthMaterial.blendEquation = MaxEquation;
235
+ // this.depthMaterial.blendEquation = MinEquation;
236
+ this.depthMaterial.onBeforeCompile = shader => {
237
+ if (!this.depthMaterial)
238
+ return;
239
+ shader.uniforms.darkness = this.depthMaterial.userData.darkness;
240
+ shader.fragmentShader = /* glsl */ `
241
+ uniform float darkness;
242
+ ${shader.fragmentShader.replace('gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
243
+ // we're scaling the shadow value down a bit when it's a backface (looks better)
244
+ 'gl_FragColor = vec4( vec3( 1.0 ), ( 1.0 - fragCoordZ ) * darkness * opacity * (gl_FrontFacing ? 1.0 : 0.66) );')}
245
+ `;
246
+ };
247
+ this.depthMaterial.depthTest = false;
248
+ this.depthMaterial.depthWrite = false;
249
+ this.horizontalBlurMaterial = new ShaderMaterial(HorizontalBlurShader);
250
+ this.horizontalBlurMaterial.depthTest = false;
251
+ this.verticalBlurMaterial = new ShaderMaterial(VerticalBlurShader);
252
+ this.verticalBlurMaterial.depthTest = false;
253
+ this.shadowGroup.visible = false;
254
+ if (this.autoFit)
255
+ this.fitShadows();
256
+ else
257
+ this.applyMinSize();
258
+ }
259
+ /** @internal */
260
+ onDestroy() {
261
+ const instance = ContactShadows._instances.get(this.context);
262
+ if (instance === this) {
263
+ ContactShadows._instances.delete(this.context);
264
+ }
265
+ // dispose the render targets
266
+ this.renderTarget?.dispose();
267
+ this.renderTargetBlur?.dispose();
268
+ // dispose the materials
269
+ this.depthMaterial?.dispose();
270
+ this.horizontalBlurMaterial?.dispose();
271
+ this.verticalBlurMaterial?.dispose();
272
+ // dispose the geometries
273
+ this.blurPlane?.geometry.dispose();
274
+ this.plane?.geometry.dispose();
275
+ this.occluderMesh?.geometry.dispose();
276
+ }
277
+ /** @internal */
278
+ onBeforeRender(_frame) {
279
+ if (!this.renderTarget || !this.renderTargetBlur ||
280
+ !this.depthMaterial || !this.shadowCamera ||
281
+ !this.blurPlane || !this.shadowGroup || !this.plane ||
282
+ !this.horizontalBlurMaterial || !this.verticalBlurMaterial) {
283
+ if (debug)
284
+ console.error("ContactShadows: not initialized yet");
285
+ return;
286
+ }
287
+ const scene = this.context.scene;
288
+ const renderer = this.context.renderer;
289
+ const initialRenderTarget = renderer.getRenderTarget();
290
+ // Idea: shear the shadowCamera matrix to add some light direction to the ground shadows
291
+ /*
292
+ const mat = this.shadowCamera.projectionMatrix.clone();
293
+ this.shadowCamera.projectionMatrix.multiply(new Matrix4().makeShear(0, 0, 0, 0, 0, 0));
294
+ */
295
+ this.shadowGroup.visible = true;
296
+ if (this.occluderMesh)
297
+ this.occluderMesh.visible = false;
298
+ const planeWasVisible = this.plane.visible;
299
+ this.plane.visible = false;
300
+ if (this.gameObject instanceof Mesh) {
301
+ // this.gameObject.visible = false;
302
+ setCustomVisibility(this.gameObject, false);
303
+ }
304
+ // remove the background
305
+ const initialBackground = scene.background;
306
+ scene.background = null;
307
+ // force the depthMaterial to everything
308
+ scene.overrideMaterial = this.depthMaterial;
309
+ if (this.backfaceShadows)
310
+ this.depthMaterial.side = DoubleSide;
311
+ else {
312
+ this.depthMaterial.side = FrontSide;
313
+ }
314
+ // set renderer clear alpha
315
+ const initialClearAlpha = renderer.getClearAlpha();
316
+ renderer.setClearAlpha(0);
317
+ const prevXRState = renderer.xr.enabled;
318
+ renderer.xr.enabled = false;
319
+ const prevSceneMatrixAutoUpdate = this.context.scene.matrixWorldAutoUpdate;
320
+ this.context.scene.matrixWorldAutoUpdate = false;
321
+ const list = renderer.renderLists.get(scene, 0);
322
+ const prevTransparent = list.transparent;
323
+ empty_buffer.length = 0;
324
+ list.transparent = empty_buffer;
325
+ // we need to hide objects that don't render color or that are wireframes
326
+ objects_hidden.length = 0;
327
+ for (const entry of list.opaque) {
328
+ if (!entry.object.visible)
329
+ continue;
330
+ const mat = entry.material;
331
+ // Ignore objects that don't render color
332
+ let hide = entry.material.colorWrite == false || mat.wireframe === true || getVisibleInCustomShadowRendering(entry.object) === false;
333
+ // Ignore line materials (e.g. GridHelper)
334
+ if (!hide && (entry.material["isLineMaterial"]))
335
+ hide = true;
336
+ // Ignore point materials
337
+ if (!hide && (entry.material["isPointsMaterial"]))
338
+ hide = true;
339
+ if (hide) {
340
+ objects_hidden.push(entry.object);
341
+ entry.object["needle:visible"] = entry.object.visible;
342
+ entry.object.visible = false;
343
+ }
344
+ }
345
+ // render to the render target to get the depths
346
+ renderer.setRenderTarget(this.renderTarget);
347
+ renderer.clear();
348
+ renderer.render(scene, this.shadowCamera);
349
+ list.transparent = prevTransparent;
350
+ // reset previously hidden objects
351
+ for (const object of objects_hidden) {
352
+ if (object["needle:visible"] != undefined) {
353
+ object.visible = object["needle:visible"];
354
+ }
355
+ }
356
+ // for the shearing idea
357
+ // this.shadowCamera.projectionMatrix.copy(mat);
358
+ // and reset the override material
359
+ scene.overrideMaterial = null;
360
+ const blurAmount = Math.max(this.blur, 0.05);
361
+ // two-pass blur to reduce the artifacts
362
+ this.blurShadow(blurAmount * 2);
363
+ this.blurShadow(blurAmount * 0.5);
364
+ this.shadowGroup.visible = false;
365
+ if (this.occluderMesh)
366
+ this.occluderMesh.visible = this.occludeBelowGround;
367
+ this.plane.visible = planeWasVisible;
368
+ // reset and render the normal scene
369
+ renderer.setRenderTarget(initialRenderTarget);
370
+ renderer.setClearAlpha(initialClearAlpha);
371
+ scene.background = initialBackground;
372
+ renderer.xr.enabled = prevXRState;
373
+ this.context.scene.matrixWorldAutoUpdate = prevSceneMatrixAutoUpdate;
374
+ }
375
+ // renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
376
+ blurShadow(amount) {
377
+ if (!this.blurPlane || !this.shadowCamera ||
378
+ !this.renderTarget || !this.renderTargetBlur ||
379
+ !this.horizontalBlurMaterial || !this.verticalBlurMaterial)
380
+ return;
381
+ this.blurPlane.visible = true;
382
+ // Correct for contact shadow plane aspect ratio.
383
+ // since we have a separable blur, we can just adjust the blur amount for X and Z individually
384
+ const ws = this.shadowsRoot.worldScale;
385
+ const avg = (ws.x + ws.z) / 2;
386
+ const aspectX = ws.z / avg;
387
+ const aspectZ = ws.x / avg;
388
+ // blur horizontally and draw in the renderTargetBlur
389
+ this.blurPlane.material = this.horizontalBlurMaterial;
390
+ this.blurPlane.material.uniforms.tDiffuse.value = this.renderTarget.texture;
391
+ this.horizontalBlurMaterial.uniforms.h.value = amount * 1 / this.textureSize * aspectX;
392
+ const renderer = this.context.renderer;
393
+ const currentRt = renderer.getRenderTarget();
394
+ renderer.setRenderTarget(this.renderTargetBlur);
395
+ renderer.render(this.blurPlane, this.shadowCamera);
396
+ // blur vertically and draw in the main renderTarget
397
+ this.blurPlane.material = this.verticalBlurMaterial;
398
+ this.blurPlane.material.uniforms.tDiffuse.value = this.renderTargetBlur.texture;
399
+ this.verticalBlurMaterial.uniforms.v.value = amount * 1 / this.textureSize * aspectZ;
400
+ renderer.setRenderTarget(this.renderTarget);
401
+ renderer.render(this.blurPlane, this.shadowCamera);
402
+ this.blurPlane.visible = false;
403
+ renderer.setRenderTarget(currentRt);
404
+ }
405
+ applyMinSize() {
406
+ if (this.minSize) {
407
+ this.shadowsRoot.scale.set(Math.max(this.minSize.x || 0, this.shadowsRoot.scale.x), Math.max(this.minSize.y || 0, this.shadowsRoot.scale.y), Math.max(this.minSize.z || 0, this.shadowsRoot.scale.z));
408
+ }
409
+ }
410
+ }
411
+ __decorate([
412
+ serializable()
413
+ ], ContactShadows.prototype, "autoFit", void 0);
414
+ __decorate([
415
+ serializable()
416
+ ], ContactShadows.prototype, "darkness", void 0);
417
+ __decorate([
418
+ serializable()
419
+ ], ContactShadows.prototype, "opacity", void 0);
420
+ __decorate([
421
+ serializable()
422
+ ], ContactShadows.prototype, "blur", void 0);
423
+ __decorate([
424
+ serializable()
425
+ ], ContactShadows.prototype, "occludeBelowGround", void 0);
426
+ __decorate([
427
+ serializable()
428
+ ], ContactShadows.prototype, "backfaceShadows", void 0);
429
+ const empty_buffer = [];
430
+ const objects_hidden = new Array();
431
431
  //# sourceMappingURL=ContactShadows.js.map