@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
- /// <reference types="webxr" />
2
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
- import type { EffectComposer } from "postprocessing";
4
- import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
- import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
- import { Addressables } from './engine_addressables.js';
7
- import { AnimationsRegistry } from './engine_animation.js';
8
- import { Application } from './engine_application.js';
9
- import { AssetDatabase } from './engine_assetdatabase.js';
10
- import { Input } from './engine_input.js';
11
- import { type ILightDataRegistry } from './engine_lightdata.js';
12
- import { LODsManager } from "./engine_lods.js";
13
- import { NetworkConnection } from './engine_networking.js';
14
- import { Physics } from './engine_physics.js';
15
- import { PlayerViewManager } from './engine_playerview.js';
16
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
- import { Time } from './engine_time.js';
18
- import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
- import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
- export declare const build_scene_functions: {
22
- [name: string]: (context: Context) => Promise<void>;
23
- };
24
- export declare class LoadingProgressArgs {
25
- /** the name or URL of the loaded file */
26
- name: string;
27
- /** the loading progress event from the loader */
28
- progress: ProgressEvent;
29
- /** the index of the loaded file */
30
- index: number;
31
- /** the total number of files to load */
32
- count: number;
33
- }
34
- export declare class ContextCreateArgs {
35
- /** list of glTF or GLB files to load */
36
- files: Array<string>;
37
- abortSignal?: AbortSignal;
38
- /** called when loading a provided glTF file started */
39
- onLoadingStart?: (index: number, file: string) => void;
40
- /** called on update for each loaded glTF file */
41
- onLoadingProgress?: (args: LoadingProgressArgs) => void;
42
- /** Called after a gLTF file has finished loading */
43
- onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
44
- }
45
- export declare class ContextArgs {
46
- name?: string;
47
- /** for debugging only */
48
- alias?: string;
49
- /** the hash is used as a seed when initially loading the scene files */
50
- hash?: string;
51
- /** when true the context will not check if it's visible in the viewport and always update and render */
52
- runInBackground?: boolean;
53
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
54
- domElement?: HTMLElement | null;
55
- /** externally owned renderer */
56
- renderer?: WebGLRenderer;
57
- /** externally owned camera */
58
- camera?: Camera;
59
- /** externally owned scene */
60
- scene?: Scene;
61
- }
62
- export declare enum FrameEvent {
63
- Start = -1,
64
- EarlyUpdate = 0,
65
- Update = 1,
66
- LateUpdate = 2,
67
- OnBeforeRender = 3,
68
- OnAfterRender = 4,
69
- PrePhysicsStep = 9,
70
- PostPhysicsStep = 10,
71
- Undefined = -1
72
- }
73
- /** threejs callback event signature */
74
- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
75
- export declare function registerComponent(script: IComponent, context?: Context): void;
76
- /**
77
- * The context is the main object that holds all the data and state of the Needle Engine.
78
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
79
- * @example
80
- * ```typescript
81
- * import { Behaviour } from "@needle-tools/engine";
82
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
83
- * export class MyScript extends Behaviour {
84
- * start() {
85
- * console.log("Hello from MyScript");
86
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
87
- * }
88
- * }
89
- * ```
90
- */
91
- export declare class Context implements IContext {
92
- private static _defaultTargetFramerate;
93
- /** When a new context is created this is the framerate that will be used by default */
94
- static get DefaultTargetFrameRate(): number | undefined;
95
- /** When a new context is created this is the framerate that will be used by default */
96
- static set DefaultTargetFrameRate(val: number | undefined);
97
- private static _defaultWebglRendererParameters;
98
- /** The default parameters that will be used when creating a new WebGLRenderer.
99
- * Modify in global context to change the default parameters for all new contexts.
100
- * @example
101
- * ```typescript
102
- * import { Context } from "@needle-tools/engine";
103
- * Context.DefaultWebGLRendererParameters.antialias = false;
104
- * ```
105
- */
106
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
107
- /** The needle engine version */
108
- get version(): string;
109
- /** The currently active context. Only set during the update loops */
110
- static get Current(): Context;
111
- /** @internal this property should not be set by user code */
112
- static set Current(context: Context);
113
- static get All(): Context[];
114
- /** The name of the context */
115
- name: string;
116
- /** An alias for the context */
117
- alias: string | undefined | null;
118
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
119
- * When this is false you are responsible to call update(timestamp, xframe.
120
- * It is also currently assumed that rendering is handled performed by an external process
121
- * */
122
- isManagedExternally: boolean;
123
- /** set to true to pause the update loop. You can receive an event for it in your components.
124
- * Note that script updates will not be called when paused */
125
- isPaused: boolean;
126
- /** When enabled the application will run while not visible on the page */
127
- runInBackground: boolean;
128
- /**
129
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
130
- * Set to undefined if you want to run at the maximum framerate
131
- */
132
- targetFrameRate?: number | {
133
- value?: number;
134
- };
135
- /** Use a higher number for more accurate physics simulation.
136
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
137
- * Set to 0 to disable physics updates
138
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
139
- */
140
- private physicsSteps?;
141
- /** used to append to loaded assets */
142
- hash?: string;
143
- /** The `<needle-engine>` web component */
144
- domElement: HTMLElement;
145
- appendHTMLElement(element: HTMLElement): HTMLElement;
146
- get resolutionScaleFactor(): number;
147
- /** use to scale the resolution up or down of the renderer. default is 1 */
148
- set resolutionScaleFactor(val: number);
149
- private _resolutionScaleFactor;
150
- private _boundingClientRectFrame;
151
- private _boundingClientRect;
152
- private _domX;
153
- private _domY;
154
- /** update bounding rects + domX, domY */
155
- private calculateBoundingClientRect;
156
- /** The width of the `<needle-engine>` element on the website */
157
- get domWidth(): number;
158
- /** The height of the `<needle-engine>` element on the website */
159
- get domHeight(): number;
160
- /** the X position of the Needle Engine element on the website */
161
- get domX(): number;
162
- /** the Y position of the Needlee Engine element on the website */
163
- get domY(): number;
164
- get isInXR(): boolean;
165
- /** shorthand for `NeedleXRSession.active`
166
- * Automatically set by NeedleXRSession when a XR session is active
167
- * @returns the active XR session or null if no session is active
168
- * */
169
- xr: NeedleXRSession | null;
170
- get xrSessionMode(): XRSessionMode | undefined;
171
- get isInVR(): boolean;
172
- get isInAR(): boolean;
173
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
174
- get isInPassThrough(): boolean;
175
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
176
- get xrSession(): XRSession | null;
177
- /** @returns the latest XRFrame (if a XRSession is currently active)
178
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
179
- */
180
- get xrFrame(): XRFrame | null;
181
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
182
- get xrCamera(): WebXRArrayCamera | undefined;
183
- private _xrFrame;
184
- get arOverlayElement(): HTMLElement;
185
- /** Current event of the update cycle */
186
- get currentFrameEvent(): FrameEvent;
187
- private _currentFrameEvent;
188
- scene: Scene;
189
- renderer: WebGLRenderer;
190
- composer: EffectComposer | ThreeEffectComposer | null;
191
- readonly scripts: IComponent[];
192
- readonly scripts_pausedChanged: IComponent[];
193
- readonly scripts_earlyUpdate: IComponent[];
194
- readonly scripts_update: IComponent[];
195
- readonly scripts_lateUpdate: IComponent[];
196
- readonly scripts_onBeforeRender: IComponent[];
197
- readonly scripts_onAfterRender: IComponent[];
198
- readonly scripts_WithCorroutines: IComponent[];
199
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
200
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
201
- readonly coroutines: {
202
- [FrameEvent: number]: Array<CoroutineData>;
203
- };
204
- /** callbacks called once after the context has been created */
205
- readonly post_setup_callbacks: Function[];
206
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
207
- readonly pre_update_callbacks: Function[];
208
- /** called every frame before rendering (after all component events) */
209
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
210
- /** called every frame after rendering (after all component events) */
211
- readonly post_render_callbacks: Function[];
212
- /** called every frame befroe update (this list is emptied every frame) */
213
- readonly pre_update_oneshot_callbacks: Function[];
214
- readonly new_scripts: IComponent[];
215
- readonly new_script_start: IComponent[];
216
- readonly new_scripts_pre_setup_callbacks: Function[];
217
- readonly new_scripts_post_setup_callbacks: Function[];
218
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
219
- /** The main camera component of the scene - this camera is used for rendering */
220
- mainCameraComponent: ICamera | undefined;
221
- /** The main camera of the scene - this camera is used for rendering */
222
- get mainCamera(): Camera;
223
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
224
- set mainCamera(cam: Camera | null);
225
- private _mainCamera;
226
- private _fallbackCamera;
227
- application: Application;
228
- /** access animation mixer used by components in the scene */
229
- animations: AnimationsRegistry;
230
- /** access timings (current frame number, deltaTime, timeScale, ...) */
231
- time: Time;
232
- input: Input;
233
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
234
- physics: Physics;
235
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
236
- connection: NetworkConnection;
237
- /**
238
- * @deprecated AssetDataBase is deprecated
239
- */
240
- assets: AssetDatabase;
241
- mainLight: ILight | null;
242
- /** @deprecated Use sceneLighting */
243
- get rendererData(): SceneLighting;
244
- sceneLighting: SceneLighting;
245
- addressables: Addressables;
246
- lightmaps: ILightDataRegistry;
247
- players: PlayerViewManager;
248
- readonly lodsManager: LODsManager;
249
- readonly menu: NeedleMenu;
250
- get isCreated(): boolean;
251
- private _needsUpdateSize;
252
- private _isCreated;
253
- private _isCreating;
254
- private _isVisible;
255
- private _stats;
256
- constructor(args?: ContextArgs);
257
- /** calling this function will dispose the current renderer and create a new one */
258
- createNewRenderer(params?: WebGLRendererParameters): void;
259
- private _intersectionObserver;
260
- private internalOnUpdateVisible;
261
- private _disposeCallbacks;
262
- /** will request a renderer size update the next render call (will call updateSize the next update) */
263
- requestSizeUpdate(): void;
264
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
265
- maxRenderResolution?: Vec2;
266
- /** Control the renderer devicePixelRatio.
267
- * **Options**
268
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
269
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
270
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
271
- */
272
- get devicePixelRatio(): "auto" | "manual" | number;
273
- set devicePixelRatio(val: "auto" | "manual" | number);
274
- private _devicePixelRatio;
275
- /** update the renderer and canvas size */
276
- updateSize(force?: boolean): void;
277
- updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
278
- /** This will recreate the whole needle engine context and dispose the whole scene content
279
- * All content will be reloaded (loading times might be faster due to browser caches)
280
- * All scripts will be recreated */
281
- recreate(): void;
282
- private _originalCreationArgs?;
283
- /** @deprecated use create. This method will be removed in a future version */
284
- onCreate(opts?: ContextCreateArgs): Promise<boolean>;
285
- create(opts?: ContextCreateArgs): Promise<boolean>;
286
- private onUnhandledRejection;
287
- /** Dispatches an error */
288
- private onError;
289
- /** Will destroy all scenes and objects in the scene
290
- */
291
- clear(): void;
292
- dispose(): void;
293
- /**@deprecated use dispose() */
294
- onDestroy(): void;
295
- private internalOnDestroy;
296
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
297
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
298
- stopAllCoroutinesFrom(script: IComponent): void;
299
- private _cameraStack;
300
- setCurrentCamera(cam: ICamera): void;
301
- removeCamera(cam?: ICamera | null): void;
302
- private _onBeforeRenderListeners;
303
- private _onAfterRenderListeners;
304
- /** use this to subscribe to onBeforeRender events on threejs objects */
305
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
306
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
307
- /** use this to subscribe to onAfterRender events on threejs objects */
308
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
309
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
310
- private _createRenderCallbackWrapper;
311
- private _requireDepthTexture;
312
- private _requireColorTexture;
313
- private _renderTarget?;
314
- private _isRendering;
315
- get isRendering(): boolean;
316
- setRequireDepth(val: boolean): void;
317
- setRequireColor(val: boolean): void;
318
- get depthTexture(): DepthTexture | null;
319
- get opaqueColorTexture(): Texture | null;
320
- /** returns true if the dom element is visible on screen */
321
- get isVisibleToUser(): boolean;
322
- private _createId;
323
- private internalOnCreate;
324
- private internalLoadInitialContent;
325
- /** Sets the animation loop.
326
- * Can not be done while creating the context or when disposed
327
- **/
328
- restartRenderLoop(): boolean;
329
- private _renderlooperrors;
330
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
331
- update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
332
- /** Call to **manually** perform physics steps.
333
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
334
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
335
- * */
336
- updatePhysics(steps: number): void;
337
- private _lastTimestamp;
338
- private _accumulatedTime;
339
- private _dispatchReadyAfterFrame;
340
- private internalStep;
341
- private internalOnBeforeRender;
342
- private internalUpdatePhysics;
343
- private internalOnRender;
344
- private internalOnAfterRender;
345
- renderNow(camera?: Camera): boolean;
346
- private _contextRestoreTries;
347
- private handleRendererContextLost;
348
- /** returns true if we should return out of the frame loop */
349
- private _wasPaused;
350
- private onHandlePaused;
351
- private evaluatePaused;
352
- private renderRequiredTextures;
353
- private executeCoroutines;
354
- }
1
+ /// <reference types="webxr" />
2
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
+ import type { EffectComposer } from "postprocessing";
4
+ import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
+ import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
+ import { Addressables } from './engine_addressables.js';
7
+ import { AnimationsRegistry } from './engine_animation.js';
8
+ import { Application } from './engine_application.js';
9
+ import { AssetDatabase } from './engine_assetdatabase.js';
10
+ import { Input } from './engine_input.js';
11
+ import { type ILightDataRegistry } from './engine_lightdata.js';
12
+ import { LODsManager } from "./engine_lods.js";
13
+ import { NetworkConnection } from './engine_networking.js';
14
+ import { Physics } from './engine_physics.js';
15
+ import { PlayerViewManager } from './engine_playerview.js';
16
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
+ import { Time } from './engine_time.js';
18
+ import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
+ export declare const build_scene_functions: {
22
+ [name: string]: (context: Context) => Promise<void>;
23
+ };
24
+ export declare class LoadingProgressArgs {
25
+ /** the name or URL of the loaded file */
26
+ name: string;
27
+ /** the loading progress event from the loader */
28
+ progress: ProgressEvent;
29
+ /** the index of the loaded file */
30
+ index: number;
31
+ /** the total number of files to load */
32
+ count: number;
33
+ }
34
+ export declare class ContextCreateArgs {
35
+ /** list of glTF or GLB files to load */
36
+ files: Array<string>;
37
+ abortSignal?: AbortSignal;
38
+ /** called when loading a provided glTF file started */
39
+ onLoadingStart?: (index: number, file: string) => void;
40
+ /** called on update for each loaded glTF file */
41
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
42
+ /** Called after a gLTF file has finished loading */
43
+ onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
44
+ }
45
+ export declare class ContextArgs {
46
+ name?: string;
47
+ /** for debugging only */
48
+ alias?: string;
49
+ /** the hash is used as a seed when initially loading the scene files */
50
+ hash?: string;
51
+ /** when true the context will not check if it's visible in the viewport and always update and render */
52
+ runInBackground?: boolean;
53
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
54
+ domElement?: HTMLElement | null;
55
+ /** externally owned renderer */
56
+ renderer?: WebGLRenderer;
57
+ /** externally owned camera */
58
+ camera?: Camera;
59
+ /** externally owned scene */
60
+ scene?: Scene;
61
+ }
62
+ export declare enum FrameEvent {
63
+ Start = -1,
64
+ EarlyUpdate = 0,
65
+ Update = 1,
66
+ LateUpdate = 2,
67
+ OnBeforeRender = 3,
68
+ OnAfterRender = 4,
69
+ PrePhysicsStep = 9,
70
+ PostPhysicsStep = 10,
71
+ Undefined = -1
72
+ }
73
+ /** threejs callback event signature */
74
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
75
+ export declare function registerComponent(script: IComponent, context?: Context): void;
76
+ /**
77
+ * The context is the main object that holds all the data and state of the Needle Engine.
78
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
79
+ * @example
80
+ * ```typescript
81
+ * import { Behaviour } from "@needle-tools/engine";
82
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
83
+ * export class MyScript extends Behaviour {
84
+ * start() {
85
+ * console.log("Hello from MyScript");
86
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
87
+ * }
88
+ * }
89
+ * ```
90
+ */
91
+ export declare class Context implements IContext {
92
+ private static _defaultTargetFramerate;
93
+ /** When a new context is created this is the framerate that will be used by default */
94
+ static get DefaultTargetFrameRate(): number | undefined;
95
+ /** When a new context is created this is the framerate that will be used by default */
96
+ static set DefaultTargetFrameRate(val: number | undefined);
97
+ private static _defaultWebglRendererParameters;
98
+ /** The default parameters that will be used when creating a new WebGLRenderer.
99
+ * Modify in global context to change the default parameters for all new contexts.
100
+ * @example
101
+ * ```typescript
102
+ * import { Context } from "@needle-tools/engine";
103
+ * Context.DefaultWebGLRendererParameters.antialias = false;
104
+ * ```
105
+ */
106
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
107
+ /** The needle engine version */
108
+ get version(): string;
109
+ /** The currently active context. Only set during the update loops */
110
+ static get Current(): Context;
111
+ /** @internal this property should not be set by user code */
112
+ static set Current(context: Context);
113
+ static get All(): Context[];
114
+ /** The name of the context */
115
+ name: string;
116
+ /** An alias for the context */
117
+ alias: string | undefined | null;
118
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
119
+ * When this is false you are responsible to call update(timestamp, xframe.
120
+ * It is also currently assumed that rendering is handled performed by an external process
121
+ * */
122
+ isManagedExternally: boolean;
123
+ /** set to true to pause the update loop. You can receive an event for it in your components.
124
+ * Note that script updates will not be called when paused */
125
+ isPaused: boolean;
126
+ /** When enabled the application will run while not visible on the page */
127
+ runInBackground: boolean;
128
+ /**
129
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
130
+ * Set to undefined if you want to run at the maximum framerate
131
+ */
132
+ targetFrameRate?: number | {
133
+ value?: number;
134
+ };
135
+ /** Use a higher number for more accurate physics simulation.
136
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
137
+ * Set to 0 to disable physics updates
138
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
139
+ */
140
+ private physicsSteps?;
141
+ /** used to append to loaded assets */
142
+ hash?: string;
143
+ /** The `<needle-engine>` web component */
144
+ domElement: HTMLElement;
145
+ appendHTMLElement(element: HTMLElement): HTMLElement;
146
+ get resolutionScaleFactor(): number;
147
+ /** use to scale the resolution up or down of the renderer. default is 1 */
148
+ set resolutionScaleFactor(val: number);
149
+ private _resolutionScaleFactor;
150
+ private _boundingClientRectFrame;
151
+ private _boundingClientRect;
152
+ private _domX;
153
+ private _domY;
154
+ /** update bounding rects + domX, domY */
155
+ private calculateBoundingClientRect;
156
+ /** The width of the `<needle-engine>` element on the website */
157
+ get domWidth(): number;
158
+ /** The height of the `<needle-engine>` element on the website */
159
+ get domHeight(): number;
160
+ /** the X position of the Needle Engine element on the website */
161
+ get domX(): number;
162
+ /** the Y position of the Needlee Engine element on the website */
163
+ get domY(): number;
164
+ get isInXR(): boolean;
165
+ /** shorthand for `NeedleXRSession.active`
166
+ * Automatically set by NeedleXRSession when a XR session is active
167
+ * @returns the active XR session or null if no session is active
168
+ * */
169
+ xr: NeedleXRSession | null;
170
+ get xrSessionMode(): XRSessionMode | undefined;
171
+ get isInVR(): boolean;
172
+ get isInAR(): boolean;
173
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
174
+ get isInPassThrough(): boolean;
175
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
176
+ get xrSession(): XRSession | null;
177
+ /** @returns the latest XRFrame (if a XRSession is currently active)
178
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
179
+ */
180
+ get xrFrame(): XRFrame | null;
181
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
182
+ get xrCamera(): WebXRArrayCamera | undefined;
183
+ private _xrFrame;
184
+ get arOverlayElement(): HTMLElement;
185
+ /** Current event of the update cycle */
186
+ get currentFrameEvent(): FrameEvent;
187
+ private _currentFrameEvent;
188
+ scene: Scene;
189
+ renderer: WebGLRenderer;
190
+ composer: EffectComposer | ThreeEffectComposer | null;
191
+ readonly scripts: IComponent[];
192
+ readonly scripts_pausedChanged: IComponent[];
193
+ readonly scripts_earlyUpdate: IComponent[];
194
+ readonly scripts_update: IComponent[];
195
+ readonly scripts_lateUpdate: IComponent[];
196
+ readonly scripts_onBeforeRender: IComponent[];
197
+ readonly scripts_onAfterRender: IComponent[];
198
+ readonly scripts_WithCorroutines: IComponent[];
199
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
200
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
201
+ readonly coroutines: {
202
+ [FrameEvent: number]: Array<CoroutineData>;
203
+ };
204
+ /** callbacks called once after the context has been created */
205
+ readonly post_setup_callbacks: Function[];
206
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
207
+ readonly pre_update_callbacks: Function[];
208
+ /** called every frame before rendering (after all component events) */
209
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
210
+ /** called every frame after rendering (after all component events) */
211
+ readonly post_render_callbacks: Function[];
212
+ /** called every frame befroe update (this list is emptied every frame) */
213
+ readonly pre_update_oneshot_callbacks: Function[];
214
+ readonly new_scripts: IComponent[];
215
+ readonly new_script_start: IComponent[];
216
+ readonly new_scripts_pre_setup_callbacks: Function[];
217
+ readonly new_scripts_post_setup_callbacks: Function[];
218
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
219
+ /** The main camera component of the scene - this camera is used for rendering */
220
+ mainCameraComponent: ICamera | undefined;
221
+ /** The main camera of the scene - this camera is used for rendering */
222
+ get mainCamera(): Camera;
223
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
224
+ set mainCamera(cam: Camera | null);
225
+ private _mainCamera;
226
+ private _fallbackCamera;
227
+ application: Application;
228
+ /** access animation mixer used by components in the scene */
229
+ animations: AnimationsRegistry;
230
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
231
+ time: Time;
232
+ input: Input;
233
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
234
+ physics: Physics;
235
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
236
+ connection: NetworkConnection;
237
+ /**
238
+ * @deprecated AssetDataBase is deprecated
239
+ */
240
+ assets: AssetDatabase;
241
+ mainLight: ILight | null;
242
+ /** @deprecated Use sceneLighting */
243
+ get rendererData(): SceneLighting;
244
+ sceneLighting: SceneLighting;
245
+ addressables: Addressables;
246
+ lightmaps: ILightDataRegistry;
247
+ players: PlayerViewManager;
248
+ readonly lodsManager: LODsManager;
249
+ readonly menu: NeedleMenu;
250
+ get isCreated(): boolean;
251
+ private _needsUpdateSize;
252
+ private _isCreated;
253
+ private _isCreating;
254
+ private _isVisible;
255
+ private _stats;
256
+ constructor(args?: ContextArgs);
257
+ /** calling this function will dispose the current renderer and create a new one */
258
+ createNewRenderer(params?: WebGLRendererParameters): void;
259
+ private _intersectionObserver;
260
+ private internalOnUpdateVisible;
261
+ private _disposeCallbacks;
262
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
263
+ requestSizeUpdate(): void;
264
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
265
+ maxRenderResolution?: Vec2;
266
+ /** Control the renderer devicePixelRatio.
267
+ * **Options**
268
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
269
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
270
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
271
+ */
272
+ get devicePixelRatio(): "auto" | "manual" | number;
273
+ set devicePixelRatio(val: "auto" | "manual" | number);
274
+ private _devicePixelRatio;
275
+ /** update the renderer and canvas size */
276
+ updateSize(force?: boolean): void;
277
+ updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
278
+ /** This will recreate the whole needle engine context and dispose the whole scene content
279
+ * All content will be reloaded (loading times might be faster due to browser caches)
280
+ * All scripts will be recreated */
281
+ recreate(): void;
282
+ private _originalCreationArgs?;
283
+ /** @deprecated use create. This method will be removed in a future version */
284
+ onCreate(opts?: ContextCreateArgs): Promise<boolean>;
285
+ create(opts?: ContextCreateArgs): Promise<boolean>;
286
+ private onUnhandledRejection;
287
+ /** Dispatches an error */
288
+ private onError;
289
+ /** Will destroy all scenes and objects in the scene
290
+ */
291
+ clear(): void;
292
+ dispose(): void;
293
+ /**@deprecated use dispose() */
294
+ onDestroy(): void;
295
+ private internalOnDestroy;
296
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
297
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
298
+ stopAllCoroutinesFrom(script: IComponent): void;
299
+ private _cameraStack;
300
+ setCurrentCamera(cam: ICamera): void;
301
+ removeCamera(cam?: ICamera | null): void;
302
+ private _onBeforeRenderListeners;
303
+ private _onAfterRenderListeners;
304
+ /** use this to subscribe to onBeforeRender events on threejs objects */
305
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
306
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
307
+ /** use this to subscribe to onAfterRender events on threejs objects */
308
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
309
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
310
+ private _createRenderCallbackWrapper;
311
+ private _requireDepthTexture;
312
+ private _requireColorTexture;
313
+ private _renderTarget?;
314
+ private _isRendering;
315
+ get isRendering(): boolean;
316
+ setRequireDepth(val: boolean): void;
317
+ setRequireColor(val: boolean): void;
318
+ get depthTexture(): DepthTexture | null;
319
+ get opaqueColorTexture(): Texture | null;
320
+ /** returns true if the dom element is visible on screen */
321
+ get isVisibleToUser(): boolean;
322
+ private _createId;
323
+ private internalOnCreate;
324
+ private internalLoadInitialContent;
325
+ /** Sets the animation loop.
326
+ * Can not be done while creating the context or when disposed
327
+ **/
328
+ restartRenderLoop(): boolean;
329
+ private _renderlooperrors;
330
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
331
+ update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
332
+ /** Call to **manually** perform physics steps.
333
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
334
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
335
+ * */
336
+ updatePhysics(steps: number): void;
337
+ private _lastTimestamp;
338
+ private _accumulatedTime;
339
+ private _dispatchReadyAfterFrame;
340
+ private internalStep;
341
+ private internalOnBeforeRender;
342
+ private internalUpdatePhysics;
343
+ private internalOnRender;
344
+ private internalOnAfterRender;
345
+ renderNow(camera?: Camera): boolean;
346
+ private _contextRestoreTries;
347
+ private handleRendererContextLost;
348
+ /** returns true if we should return out of the frame loop */
349
+ private _wasPaused;
350
+ private onHandlePaused;
351
+ private evaluatePaused;
352
+ private renderRequiredTextures;
353
+ private executeCoroutines;
354
+ }