@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
@@ -1,354 +1,354 @@
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 { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
- import * as ThreeMeshUI from 'three-mesh-ui';
9
- import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
- import { serializable } from "../../engine/engine_serialization_decorator.js";
11
- import { getParam } from "../../engine/engine_utils.js";
12
- import { GameObject } from '../Component.js';
13
- import { BaseUIComponent } from "./BaseUIComponent.js";
14
- import { onChange } from "./Utils.js";
15
- const debug = getParam("debugui");
16
- const debugLayout = getParam("debuguilayout");
17
- export class Size {
18
- width;
19
- height;
20
- }
21
- export class Rect {
22
- x;
23
- y;
24
- width;
25
- height;
26
- }
27
- const tempVec = new Vector3();
28
- const tempMatrix = new Matrix4();
29
- const tempQuaternion = new Quaternion();
30
- export class RectTransform extends BaseUIComponent {
31
- get parent() {
32
- return this._parentRectTransform;
33
- }
34
- // @serializable(Object3D)
35
- // root? : Object3D;
36
- get translation() { return this.gameObject.position; }
37
- get rotation() { return this.gameObject.quaternion; }
38
- get scale() { return this.gameObject.scale; }
39
- _anchoredPosition;
40
- get anchoredPosition() {
41
- if (!this._anchoredPosition)
42
- this._anchoredPosition = new Vector2();
43
- return this._anchoredPosition;
44
- }
45
- set anchoredPosition(value) {
46
- this._anchoredPosition = value;
47
- }
48
- sizeDelta = new Vector2(100, 100);
49
- pivot = new Vector2(.5, .5);
50
- anchorMin = new Vector2(0, 0);
51
- anchorMax = new Vector2(1, 1);
52
- // @serializable(Vector2)
53
- // offsetMin: Vector2 = new Vector2(0, 0);
54
- // @serializable(Vector2)
55
- // offsetMax: Vector2 = new Vector2(0, 0);
56
- /** Optional min width in pixel, set to undefined to disable it */
57
- minWidth;
58
- /** Optional min height in pixel, set to undefined to disable it */
59
- minHeight;
60
- get width() {
61
- let width = this.sizeDelta.x;
62
- if (this.anchorMin.x !== this.anchorMax.x) {
63
- if (this._parentRectTransform) {
64
- const parentWidth = this._parentRectTransform.width;
65
- const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
- width = parentWidth * anchorWidth;
67
- width += this.sizeDelta.x;
68
- }
69
- }
70
- if (this.minWidth !== undefined && width < this.minWidth)
71
- return this.minWidth;
72
- return width;
73
- }
74
- get height() {
75
- let height = this.sizeDelta.y;
76
- if (this.anchorMin.y !== this.anchorMax.y) {
77
- if (this._parentRectTransform) {
78
- const parentHeight = this._parentRectTransform.height;
79
- const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
- height = parentHeight * anchorHeight;
81
- height += this.sizeDelta.y;
82
- }
83
- }
84
- if (this.minHeight !== undefined && height < this.minHeight)
85
- return this.minHeight;
86
- return height;
87
- }
88
- // private lastMatrixWorld!: Matrix4;
89
- lastMatrix;
90
- rectBlock;
91
- _transformNeedsUpdate = false;
92
- _initialPosition;
93
- awake() {
94
- super.awake();
95
- // this is required if an animator animated the transform anchoring
96
- if (!this._anchoredPosition)
97
- this._anchoredPosition = new Vector2();
98
- this.lastMatrix = new Matrix4();
99
- this.rectBlock = new Object3D();
100
- this.rectBlock.name = this.name;
101
- // TODO: get rid of the initial position
102
- this._initialPosition = this.gameObject.position.clone();
103
- this._initialPosition.z = 0;
104
- // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
105
- // perhaps we can also just manually check the few properties in the update loops?
106
- // TODO: check if value actually changed, this is called on assignment
107
- onChange(this, "_anchoredPosition", () => { this.markDirty(); });
108
- onChange(this, "sizeDelta", () => { this.markDirty(); });
109
- onChange(this, "pivot", () => { this.markDirty(); });
110
- onChange(this, "anchorMin", () => { this.markDirty(); });
111
- onChange(this, "anchorMax", () => { this.markDirty(); });
112
- }
113
- onEnable() {
114
- super.onEnable();
115
- if (!this.rectBlock)
116
- this.rectBlock = new Object3D();
117
- if (!this.lastMatrix)
118
- this.lastMatrix = new Matrix4();
119
- if (!this._lastAnchoring)
120
- this._lastAnchoring = new Vector2();
121
- if (!this._initialPosition)
122
- this._initialPosition = new Vector3();
123
- if (!this._anchoredPosition)
124
- this._anchoredPosition = new Vector2();
125
- this.addShadowComponent(this.rectBlock);
126
- this._transformNeedsUpdate = true;
127
- this.canvas?.registerTransform(this);
128
- // this.onApplyTransform("enable");
129
- }
130
- onDisable() {
131
- super.onDisable();
132
- this.removeShadowComponent();
133
- this.canvas?.unregisterTransform(this);
134
- }
135
- onParentRectTransformChanged(comp) {
136
- if (this._transformNeedsUpdate)
137
- return;
138
- // When the parent rect transform changes we have to to recalculate our transform
139
- this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
140
- }
141
- get isDirty() {
142
- if (!this._transformNeedsUpdate)
143
- this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
144
- return this._transformNeedsUpdate;
145
- }
146
- // private _copyMatrixAfterRender: boolean = false;
147
- markDirty() {
148
- if (this._transformNeedsUpdate)
149
- return;
150
- if (debugLayout)
151
- console.warn("RectTransform markDirty()", this.name);
152
- this._transformNeedsUpdate = true;
153
- // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
154
- // if we dont reset it here we get delayed layout updates
155
- this._lastUpdateFrame = -1;
156
- }
157
- /** Will update the transforms if it changed or is dirty */
158
- updateTransform() {
159
- // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
160
- const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
161
- if (transformChanged && this.canUpdate()) {
162
- this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
163
- }
164
- }
165
- _parentRectTransform;
166
- _lastUpdateFrame = -1;
167
- canUpdate() {
168
- return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
169
- }
170
- onApplyTransform(reason) {
171
- // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
172
- if (this.context.time.frameCount === this._lastUpdateFrame)
173
- return;
174
- this._lastUpdateFrame = this.context.time.frameCount;
175
- const uiobject = this.shadowComponent;
176
- if (!uiobject)
177
- return;
178
- if (this.gameObject.parent)
179
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
180
- else
181
- this._parentRectTransform = undefined;
182
- this._transformNeedsUpdate = false;
183
- if (debugLayout)
184
- console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
185
- if (!this.isRoot()) {
186
- // Reset temp matrix
187
- uiobject.matrix.identity();
188
- uiobject.matrixAutoUpdate = false;
189
- // calc pivot and apply
190
- tempVec.set(0, 0, 0);
191
- this.applyPivot(tempVec);
192
- uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
193
- // calc rotation matrix and apply (we can skip this if it's not rotated)
194
- if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
195
- tempQuaternion.copy(this.gameObject.quaternion);
196
- tempQuaternion.x *= -1;
197
- tempQuaternion.z *= -1;
198
- tempMatrix.makeRotationFromQuaternion(tempQuaternion);
199
- uiobject.matrix.premultiply(tempMatrix);
200
- }
201
- // calc anchors and offset and apply
202
- tempVec.set(0, 0, 0);
203
- this.applyAnchoring(tempVec);
204
- if (this.canvas?.screenspace)
205
- tempVec.z += .1;
206
- else
207
- tempVec.z += .01;
208
- tempMatrix.identity();
209
- tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
210
- uiobject.matrix.premultiply(tempMatrix);
211
- // apply scale if necessary
212
- uiobject.matrix.scale(this.gameObject.scale);
213
- }
214
- else {
215
- // We have to rotate the canvas when it's in worldspace
216
- const canvas = this.Root;
217
- if (!canvas.screenspace)
218
- uiobject.rotation.y = Math.PI;
219
- }
220
- this.lastMatrix.copy(this.gameObject.matrix);
221
- // iterate other components on this object that might need to know about the transform change
222
- // e.g. Graphic components should update their width and height
223
- const includeChildren = true;
224
- for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
225
- if (comp === this)
226
- continue;
227
- if (!comp.activeAndEnabled)
228
- continue;
229
- const callback = comp;
230
- if (callback.onParentRectTransformChanged) {
231
- // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
232
- callback.onParentRectTransformChanged(this);
233
- }
234
- }
235
- // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
236
- }
237
- // onAfterRender() {
238
- // if (this._copyMatrixAfterRender) {
239
- // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
240
- // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
241
- // }
242
- // }
243
- _lastAnchoring;
244
- /** applies the position offset to the passed in vector */
245
- applyAnchoring(pos) {
246
- if (!this._lastAnchoring)
247
- this._lastAnchoring = new Vector2();
248
- const diff = this._lastAnchoring.sub(this._anchoredPosition);
249
- this.gameObject.position.x += diff.x;
250
- this.gameObject.position.y += diff.y;
251
- this._lastAnchoring.copy(this._anchoredPosition);
252
- pos.x += (this._initialPosition.x - this.gameObject.position.x);
253
- pos.y += (this._initialPosition.y - this.gameObject.position.y);
254
- pos.z += (this._initialPosition.z - this.gameObject.position.z);
255
- const parent = this._parentRectTransform;
256
- if (parent) {
257
- // Calculate vertical offset
258
- let oy = 0;
259
- const vert = 1 - this.anchorMax.y - this.anchorMin.y;
260
- oy -= (parent.height * .5) * vert;
261
- pos.y += oy;
262
- // calculate horizontal offset
263
- let ox = 0;
264
- const horz = 1 - this.anchorMax.x - this.anchorMin.x;
265
- ox -= (parent.width * .5) * horz;
266
- pos.x += ox;
267
- }
268
- }
269
- /** applies the pivot offset to the passed in vector */
270
- applyPivot(vec) {
271
- if (this.pivot && !this.isRoot()) {
272
- const pv = this.pivot.x - .5;
273
- vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
274
- const ph = this.pivot.y - .5;
275
- vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
276
- }
277
- }
278
- getBasicOptions() {
279
- // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
280
- // ThreeMeshUI.DefaultValues.set({
281
- // backgroundOpacity: 1,
282
- // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
283
- // borderRadius: 0,
284
- // borderOpacity: 0,
285
- // })
286
- const opts = {
287
- width: this.sizeDelta.x,
288
- height: this.sizeDelta.y,
289
- offset: 0,
290
- backgroundOpacity: 0,
291
- borderWidth: 0,
292
- borderRadius: 0,
293
- borderOpacity: 0,
294
- letterSpacing: -0.03,
295
- // justifyContent: 'center',
296
- // alignItems: 'center',
297
- // alignContent: 'center',
298
- // backgroundColor: new Color(1, 1, 1),
299
- };
300
- this.ensureValidSize(opts);
301
- return opts;
302
- }
303
- // e.g. when a transform has the size 0,0 we still want to render the text
304
- ensureValidSize(opts, fallbackWidth = 0.0001) {
305
- if (opts.width <= 0) {
306
- opts.width = fallbackWidth;
307
- }
308
- if (opts.height <= 0)
309
- opts.height = 0.0001;
310
- return opts;
311
- }
312
- _createdBlocks = [];
313
- _createdTextBlocks = [];
314
- createNewBlock(opts) {
315
- opts = {
316
- ...this.getBasicOptions(),
317
- ...opts
318
- };
319
- if (debug)
320
- console.log(this.name, opts);
321
- const block = new ThreeMeshUI.Block(opts);
322
- this._createdBlocks.push(block);
323
- return block;
324
- }
325
- createNewText(opts) {
326
- if (debug)
327
- console.log(opts);
328
- opts = {
329
- ...this.getBasicOptions(),
330
- ...opts,
331
- };
332
- if (debug)
333
- console.log(this.name, opts);
334
- const block = new ThreeMeshUI.Text(opts);
335
- this._createdTextBlocks.push(block);
336
- return block;
337
- }
338
- }
339
- __decorate([
340
- serializable(Vector2)
341
- ], RectTransform.prototype, "anchoredPosition", null);
342
- __decorate([
343
- serializable(Vector2)
344
- ], RectTransform.prototype, "sizeDelta", void 0);
345
- __decorate([
346
- serializable(Vector2)
347
- ], RectTransform.prototype, "pivot", void 0);
348
- __decorate([
349
- serializable(Vector2)
350
- ], RectTransform.prototype, "anchorMin", void 0);
351
- __decorate([
352
- serializable(Vector2)
353
- ], RectTransform.prototype, "anchorMax", void 0);
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 { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
+ import * as ThreeMeshUI from 'three-mesh-ui';
9
+ import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
11
+ import { getParam } from "../../engine/engine_utils.js";
12
+ import { GameObject } from '../Component.js';
13
+ import { BaseUIComponent } from "./BaseUIComponent.js";
14
+ import { onChange } from "./Utils.js";
15
+ const debug = getParam("debugui");
16
+ const debugLayout = getParam("debuguilayout");
17
+ export class Size {
18
+ width;
19
+ height;
20
+ }
21
+ export class Rect {
22
+ x;
23
+ y;
24
+ width;
25
+ height;
26
+ }
27
+ const tempVec = new Vector3();
28
+ const tempMatrix = new Matrix4();
29
+ const tempQuaternion = new Quaternion();
30
+ export class RectTransform extends BaseUIComponent {
31
+ get parent() {
32
+ return this._parentRectTransform;
33
+ }
34
+ // @serializable(Object3D)
35
+ // root? : Object3D;
36
+ get translation() { return this.gameObject.position; }
37
+ get rotation() { return this.gameObject.quaternion; }
38
+ get scale() { return this.gameObject.scale; }
39
+ _anchoredPosition;
40
+ get anchoredPosition() {
41
+ if (!this._anchoredPosition)
42
+ this._anchoredPosition = new Vector2();
43
+ return this._anchoredPosition;
44
+ }
45
+ set anchoredPosition(value) {
46
+ this._anchoredPosition = value;
47
+ }
48
+ sizeDelta = new Vector2(100, 100);
49
+ pivot = new Vector2(.5, .5);
50
+ anchorMin = new Vector2(0, 0);
51
+ anchorMax = new Vector2(1, 1);
52
+ // @serializable(Vector2)
53
+ // offsetMin: Vector2 = new Vector2(0, 0);
54
+ // @serializable(Vector2)
55
+ // offsetMax: Vector2 = new Vector2(0, 0);
56
+ /** Optional min width in pixel, set to undefined to disable it */
57
+ minWidth;
58
+ /** Optional min height in pixel, set to undefined to disable it */
59
+ minHeight;
60
+ get width() {
61
+ let width = this.sizeDelta.x;
62
+ if (this.anchorMin.x !== this.anchorMax.x) {
63
+ if (this._parentRectTransform) {
64
+ const parentWidth = this._parentRectTransform.width;
65
+ const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
+ width = parentWidth * anchorWidth;
67
+ width += this.sizeDelta.x;
68
+ }
69
+ }
70
+ if (this.minWidth !== undefined && width < this.minWidth)
71
+ return this.minWidth;
72
+ return width;
73
+ }
74
+ get height() {
75
+ let height = this.sizeDelta.y;
76
+ if (this.anchorMin.y !== this.anchorMax.y) {
77
+ if (this._parentRectTransform) {
78
+ const parentHeight = this._parentRectTransform.height;
79
+ const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
+ height = parentHeight * anchorHeight;
81
+ height += this.sizeDelta.y;
82
+ }
83
+ }
84
+ if (this.minHeight !== undefined && height < this.minHeight)
85
+ return this.minHeight;
86
+ return height;
87
+ }
88
+ // private lastMatrixWorld!: Matrix4;
89
+ lastMatrix;
90
+ rectBlock;
91
+ _transformNeedsUpdate = false;
92
+ _initialPosition;
93
+ awake() {
94
+ super.awake();
95
+ // this is required if an animator animated the transform anchoring
96
+ if (!this._anchoredPosition)
97
+ this._anchoredPosition = new Vector2();
98
+ this.lastMatrix = new Matrix4();
99
+ this.rectBlock = new Object3D();
100
+ this.rectBlock.name = this.name;
101
+ // TODO: get rid of the initial position
102
+ this._initialPosition = this.gameObject.position.clone();
103
+ this._initialPosition.z = 0;
104
+ // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
105
+ // perhaps we can also just manually check the few properties in the update loops?
106
+ // TODO: check if value actually changed, this is called on assignment
107
+ onChange(this, "_anchoredPosition", () => { this.markDirty(); });
108
+ onChange(this, "sizeDelta", () => { this.markDirty(); });
109
+ onChange(this, "pivot", () => { this.markDirty(); });
110
+ onChange(this, "anchorMin", () => { this.markDirty(); });
111
+ onChange(this, "anchorMax", () => { this.markDirty(); });
112
+ }
113
+ onEnable() {
114
+ super.onEnable();
115
+ if (!this.rectBlock)
116
+ this.rectBlock = new Object3D();
117
+ if (!this.lastMatrix)
118
+ this.lastMatrix = new Matrix4();
119
+ if (!this._lastAnchoring)
120
+ this._lastAnchoring = new Vector2();
121
+ if (!this._initialPosition)
122
+ this._initialPosition = new Vector3();
123
+ if (!this._anchoredPosition)
124
+ this._anchoredPosition = new Vector2();
125
+ this.addShadowComponent(this.rectBlock);
126
+ this._transformNeedsUpdate = true;
127
+ this.canvas?.registerTransform(this);
128
+ // this.onApplyTransform("enable");
129
+ }
130
+ onDisable() {
131
+ super.onDisable();
132
+ this.removeShadowComponent();
133
+ this.canvas?.unregisterTransform(this);
134
+ }
135
+ onParentRectTransformChanged(comp) {
136
+ if (this._transformNeedsUpdate)
137
+ return;
138
+ // When the parent rect transform changes we have to to recalculate our transform
139
+ this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
140
+ }
141
+ get isDirty() {
142
+ if (!this._transformNeedsUpdate)
143
+ this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
144
+ return this._transformNeedsUpdate;
145
+ }
146
+ // private _copyMatrixAfterRender: boolean = false;
147
+ markDirty() {
148
+ if (this._transformNeedsUpdate)
149
+ return;
150
+ if (debugLayout)
151
+ console.warn("RectTransform markDirty()", this.name);
152
+ this._transformNeedsUpdate = true;
153
+ // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
154
+ // if we dont reset it here we get delayed layout updates
155
+ this._lastUpdateFrame = -1;
156
+ }
157
+ /** Will update the transforms if it changed or is dirty */
158
+ updateTransform() {
159
+ // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
160
+ const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
161
+ if (transformChanged && this.canUpdate()) {
162
+ this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
163
+ }
164
+ }
165
+ _parentRectTransform;
166
+ _lastUpdateFrame = -1;
167
+ canUpdate() {
168
+ return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
169
+ }
170
+ onApplyTransform(reason) {
171
+ // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
172
+ if (this.context.time.frameCount === this._lastUpdateFrame)
173
+ return;
174
+ this._lastUpdateFrame = this.context.time.frameCount;
175
+ const uiobject = this.shadowComponent;
176
+ if (!uiobject)
177
+ return;
178
+ if (this.gameObject.parent)
179
+ this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
180
+ else
181
+ this._parentRectTransform = undefined;
182
+ this._transformNeedsUpdate = false;
183
+ if (debugLayout)
184
+ console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
185
+ if (!this.isRoot()) {
186
+ // Reset temp matrix
187
+ uiobject.matrix.identity();
188
+ uiobject.matrixAutoUpdate = false;
189
+ // calc pivot and apply
190
+ tempVec.set(0, 0, 0);
191
+ this.applyPivot(tempVec);
192
+ uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
193
+ // calc rotation matrix and apply (we can skip this if it's not rotated)
194
+ if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
195
+ tempQuaternion.copy(this.gameObject.quaternion);
196
+ tempQuaternion.x *= -1;
197
+ tempQuaternion.z *= -1;
198
+ tempMatrix.makeRotationFromQuaternion(tempQuaternion);
199
+ uiobject.matrix.premultiply(tempMatrix);
200
+ }
201
+ // calc anchors and offset and apply
202
+ tempVec.set(0, 0, 0);
203
+ this.applyAnchoring(tempVec);
204
+ if (this.canvas?.screenspace)
205
+ tempVec.z += .1;
206
+ else
207
+ tempVec.z += .01;
208
+ tempMatrix.identity();
209
+ tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
210
+ uiobject.matrix.premultiply(tempMatrix);
211
+ // apply scale if necessary
212
+ uiobject.matrix.scale(this.gameObject.scale);
213
+ }
214
+ else {
215
+ // We have to rotate the canvas when it's in worldspace
216
+ const canvas = this.Root;
217
+ if (!canvas.screenspace)
218
+ uiobject.rotation.y = Math.PI;
219
+ }
220
+ this.lastMatrix.copy(this.gameObject.matrix);
221
+ // iterate other components on this object that might need to know about the transform change
222
+ // e.g. Graphic components should update their width and height
223
+ const includeChildren = true;
224
+ for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
225
+ if (comp === this)
226
+ continue;
227
+ if (!comp.activeAndEnabled)
228
+ continue;
229
+ const callback = comp;
230
+ if (callback.onParentRectTransformChanged) {
231
+ // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
232
+ callback.onParentRectTransformChanged(this);
233
+ }
234
+ }
235
+ // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
236
+ }
237
+ // onAfterRender() {
238
+ // if (this._copyMatrixAfterRender) {
239
+ // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
240
+ // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
241
+ // }
242
+ // }
243
+ _lastAnchoring;
244
+ /** applies the position offset to the passed in vector */
245
+ applyAnchoring(pos) {
246
+ if (!this._lastAnchoring)
247
+ this._lastAnchoring = new Vector2();
248
+ const diff = this._lastAnchoring.sub(this._anchoredPosition);
249
+ this.gameObject.position.x += diff.x;
250
+ this.gameObject.position.y += diff.y;
251
+ this._lastAnchoring.copy(this._anchoredPosition);
252
+ pos.x += (this._initialPosition.x - this.gameObject.position.x);
253
+ pos.y += (this._initialPosition.y - this.gameObject.position.y);
254
+ pos.z += (this._initialPosition.z - this.gameObject.position.z);
255
+ const parent = this._parentRectTransform;
256
+ if (parent) {
257
+ // Calculate vertical offset
258
+ let oy = 0;
259
+ const vert = 1 - this.anchorMax.y - this.anchorMin.y;
260
+ oy -= (parent.height * .5) * vert;
261
+ pos.y += oy;
262
+ // calculate horizontal offset
263
+ let ox = 0;
264
+ const horz = 1 - this.anchorMax.x - this.anchorMin.x;
265
+ ox -= (parent.width * .5) * horz;
266
+ pos.x += ox;
267
+ }
268
+ }
269
+ /** applies the pivot offset to the passed in vector */
270
+ applyPivot(vec) {
271
+ if (this.pivot && !this.isRoot()) {
272
+ const pv = this.pivot.x - .5;
273
+ vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
274
+ const ph = this.pivot.y - .5;
275
+ vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
276
+ }
277
+ }
278
+ getBasicOptions() {
279
+ // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
280
+ // ThreeMeshUI.DefaultValues.set({
281
+ // backgroundOpacity: 1,
282
+ // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
283
+ // borderRadius: 0,
284
+ // borderOpacity: 0,
285
+ // })
286
+ const opts = {
287
+ width: this.sizeDelta.x,
288
+ height: this.sizeDelta.y,
289
+ offset: 0,
290
+ backgroundOpacity: 0,
291
+ borderWidth: 0,
292
+ borderRadius: 0,
293
+ borderOpacity: 0,
294
+ letterSpacing: -0.03,
295
+ // justifyContent: 'center',
296
+ // alignItems: 'center',
297
+ // alignContent: 'center',
298
+ // backgroundColor: new Color(1, 1, 1),
299
+ };
300
+ this.ensureValidSize(opts);
301
+ return opts;
302
+ }
303
+ // e.g. when a transform has the size 0,0 we still want to render the text
304
+ ensureValidSize(opts, fallbackWidth = 0.0001) {
305
+ if (opts.width <= 0) {
306
+ opts.width = fallbackWidth;
307
+ }
308
+ if (opts.height <= 0)
309
+ opts.height = 0.0001;
310
+ return opts;
311
+ }
312
+ _createdBlocks = [];
313
+ _createdTextBlocks = [];
314
+ createNewBlock(opts) {
315
+ opts = {
316
+ ...this.getBasicOptions(),
317
+ ...opts
318
+ };
319
+ if (debug)
320
+ console.log(this.name, opts);
321
+ const block = new ThreeMeshUI.Block(opts);
322
+ this._createdBlocks.push(block);
323
+ return block;
324
+ }
325
+ createNewText(opts) {
326
+ if (debug)
327
+ console.log(opts);
328
+ opts = {
329
+ ...this.getBasicOptions(),
330
+ ...opts,
331
+ };
332
+ if (debug)
333
+ console.log(this.name, opts);
334
+ const block = new ThreeMeshUI.Text(opts);
335
+ this._createdTextBlocks.push(block);
336
+ return block;
337
+ }
338
+ }
339
+ __decorate([
340
+ serializable(Vector2)
341
+ ], RectTransform.prototype, "anchoredPosition", null);
342
+ __decorate([
343
+ serializable(Vector2)
344
+ ], RectTransform.prototype, "sizeDelta", void 0);
345
+ __decorate([
346
+ serializable(Vector2)
347
+ ], RectTransform.prototype, "pivot", void 0);
348
+ __decorate([
349
+ serializable(Vector2)
350
+ ], RectTransform.prototype, "anchorMin", void 0);
351
+ __decorate([
352
+ serializable(Vector2)
353
+ ], RectTransform.prototype, "anchorMax", void 0);
354
354
  //# sourceMappingURL=RectTransform.js.map