@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
@@ -1,378 +1,378 @@
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 { Object3D } from "three";
8
- import { AssetReference } from "../../engine/engine_addressables.js";
9
- import { RoomEvents } from "../../engine/engine_networking.js";
10
- import { syncField } from "../../engine/engine_networking_auto.js";
11
- import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
12
- import { serializable } from "../../engine/engine_serialization_decorator.js";
13
- import { delay, getParam } from "../../engine/engine_utils.js";
14
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
15
- import { EventList } from "../../engine-components/EventList.js";
16
- const debug = getParam("debugplayersync");
17
- /**
18
- * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
19
- * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
20
- * @category Networking
21
- */
22
- export class PlayerSync extends Behaviour {
23
- /**
24
- * This API is experimental and may change or be removed in the future.
25
- * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
26
- * @param url Path to the asset that should be instantiated for each player
27
- * @param init Optional initialization parameters for the PlayerSync component
28
- * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
29
- * @example
30
- * ```typescript
31
- * const res = await PlayerSync.setupFrom("/assets/demo.glb");
32
- * addComponent(res.asset?.asset, DragControls);
33
- * addComponent(res.asset?.asset, SyncedTransform);
34
- * scene.add(res.gameObject);
35
- * ```
36
- */
37
- static async setupFrom(url, init) {
38
- const assetReference = AssetReference.getOrCreateFromUrl(url);
39
- if (!assetReference.asset) {
40
- const i = await assetReference.loadAssetAsync();
41
- if (i)
42
- GameObject.getOrAddComponent(i, PlayerState);
43
- }
44
- const ps = new PlayerSync();
45
- ps._internalInit(init);
46
- ps.asset = assetReference;
47
- const obj = new Object3D();
48
- obj["guid"] = url;
49
- GameObject.addComponent(obj, ps);
50
- return ps;
51
- }
52
- /**
53
- * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
54
- */
55
- autoSync = true;
56
- /**
57
- * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
58
- */
59
- asset;
60
- /**
61
- * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
62
- * @serializable
63
- */
64
- onPlayerSpawned;
65
- _localInstance;
66
- awake() {
67
- this.watchTabVisible();
68
- if (!this.onPlayerSpawned)
69
- this.onPlayerSpawned = new EventList();
70
- }
71
- onEnable() {
72
- this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
73
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
74
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
75
- if (this.context.connection.isInRoom) {
76
- this.onJoinedRoom();
77
- }
78
- }
79
- onDisable() {
80
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
81
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
82
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
83
- }
84
- onJoinedRoom = () => {
85
- if (debug)
86
- console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
87
- if (this.autoSync)
88
- this.getInstance();
89
- };
90
- /**
91
- * Gets or creates an instance of the assigned asset for the local player
92
- * @returns Promise resolving to the instantiated player object or null if creation failed
93
- */
94
- async getInstance() {
95
- if (this._localInstance)
96
- return this._localInstance;
97
- if (debug)
98
- console.log("PlayerSync.createInstance", this.asset?.url);
99
- if (!this.asset?.asset && !this.asset?.url) {
100
- console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
101
- return null;
102
- }
103
- if (!this.gameObject.guid) {
104
- console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
105
- }
106
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true);
107
- const instance = await this._localInstance;
108
- if (instance) {
109
- const pl = GameObject.getComponentsInChildren(instance, PlayerState);
110
- if (debug)
111
- console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
112
- if (pl?.length) {
113
- for (const state of pl)
114
- state.owner = this.context.connection.connectionId;
115
- this.onPlayerSpawned?.invoke(instance);
116
- }
117
- else {
118
- this._localInstance = undefined;
119
- console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
120
- GameObject.destroySynced(instance);
121
- }
122
- }
123
- else {
124
- this._localInstance = undefined;
125
- console.warn("PlayerSync: failed instantiating asset!");
126
- }
127
- return this._localInstance;
128
- }
129
- /**
130
- * Destroys the current player instance and cleans up networking state
131
- */
132
- destroyInstance = () => {
133
- this._localInstance?.then(go => {
134
- if (debug)
135
- console.log("PlayerSync.destroyInstance", go);
136
- syncDestroy(go, this.context.connection, true, { saveInRoom: false });
137
- });
138
- this._localInstance = undefined;
139
- };
140
- /**
141
- * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
142
- */
143
- watchTabVisible() {
144
- window.addEventListener("visibilitychange", _ => {
145
- if (document.visibilityState === "visible") {
146
- for (let i = PlayerState.all.length - 1; i >= 0; i--) {
147
- const pl = PlayerState.all[i];
148
- if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
149
- pl.doDestroy();
150
- }
151
- }
152
- }
153
- });
154
- }
155
- }
156
- __decorate([
157
- serializable()
158
- ], PlayerSync.prototype, "autoSync", void 0);
159
- __decorate([
160
- serializable(AssetReference)
161
- ], PlayerSync.prototype, "asset", void 0);
162
- __decorate([
163
- serializable(EventList)
164
- ], PlayerSync.prototype, "onPlayerSpawned", void 0);
165
- /**
166
- * Enum defining events that can be triggered by PlayerState
167
- */
168
- export var PlayerStateEvent;
169
- (function (PlayerStateEvent) {
170
- /** Triggered when a PlayerState's owner property changes */
171
- PlayerStateEvent["OwnerChanged"] = "ownerChanged";
172
- })(PlayerStateEvent || (PlayerStateEvent = {}));
173
- /**
174
- * Represents a player instance in the networked environment.
175
- * Handles ownership, synchronization, and lifecycle management of player objects.
176
- */
177
- export class PlayerState extends Behaviour {
178
- static _all = [];
179
- /** All PlayerState instances for all players in the scene */
180
- static get all() {
181
- return PlayerState._all;
182
- }
183
- ;
184
- static _local = [];
185
- /** All PlayerState instances that belong to the local player */
186
- static get local() {
187
- return PlayerState._local;
188
- }
189
- /**
190
- * Gets the PlayerState component for a given object or component
191
- * @param obj Object3D or Component to find the PlayerState for
192
- * @returns The PlayerState component if found, undefined otherwise
193
- */
194
- static getFor(obj) {
195
- if (obj instanceof Object3D) {
196
- return GameObject.getComponentInParent(obj, PlayerState);
197
- }
198
- else if (obj instanceof Component) {
199
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
200
- }
201
- return undefined;
202
- }
203
- /**
204
- * Checks if a given object or component belongs to the local player
205
- * @param obj Object3D or Component to check
206
- * @returns True if the object belongs to the local player, false otherwise
207
- */
208
- static isLocalPlayer(obj) {
209
- const state = PlayerState.getFor(obj);
210
- return state?.isLocalPlayer ?? false;
211
- }
212
- static _callbacks = {};
213
- /**
214
- * Registers a callback for a specific PlayerState event
215
- * @param event The event to listen for
216
- * @param cb Callback function that will be invoked when the event occurs
217
- * @returns The provided callback function for chaining
218
- */
219
- static addEventListener(event, cb) {
220
- if (!this._callbacks[event])
221
- this._callbacks[event] = [];
222
- this._callbacks[event].push(cb);
223
- return cb;
224
- }
225
- /**
226
- * Removes a previously registered event callback
227
- * @param event The event type to remove the callback from
228
- * @param cb The callback function to remove
229
- */
230
- static removeEventListener(event, cb) {
231
- if (!this._callbacks[event])
232
- return;
233
- const index = this._callbacks[event].indexOf(cb);
234
- if (index >= 0)
235
- this._callbacks[event].splice(index, 1);
236
- }
237
- static dispatchEvent(event, args) {
238
- if (!this._callbacks[event])
239
- return;
240
- for (const cb of this._callbacks[event]) {
241
- cb(args);
242
- }
243
- }
244
- /** Event triggered when the owner of this PlayerState changes */
245
- onOwnerChangeEvent = new EventList();
246
- /** Event triggered the first time an owner is assigned to this PlayerState */
247
- onFirstOwnerChangeEvent = new EventList();
248
- /** Indicates if this PlayerState has an owner assigned */
249
- hasOwner = false;
250
- /**
251
- * The connection ID of the player who owns this PlayerState instance
252
- * @syncField Synchronized across the network
253
- */
254
- owner;
255
- /**
256
- * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
257
- */
258
- dontDestroy = false;
259
- /**
260
- * Indicates if this PlayerState belongs to the local player
261
- */
262
- get isLocalPlayer() {
263
- return this.owner === this.context.connection.connectionId;
264
- }
265
- /**
266
- * Handles owner change events and updates relevant state
267
- * @param newOwner The new owner's connection ID
268
- * @param oldOwner The previous owner's connection ID
269
- */
270
- onOwnerChange(newOwner, oldOwner) {
271
- if (debug)
272
- console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
273
- // Remove from local owner array if it was local before
274
- const index = PlayerState._local.indexOf(this);
275
- if (index >= 0)
276
- PlayerState._local.splice(index, 1);
277
- // Args to use for dispatching events
278
- const detail = {
279
- playerState: this,
280
- oldValue: oldOwner,
281
- newValue: newOwner
282
- };
283
- // call local events
284
- if (!this.hasOwner) {
285
- this.hasOwner = true;
286
- this.onFirstOwnerChangeEvent?.invoke(detail);
287
- }
288
- this.onOwnerChangeEvent?.invoke(detail);
289
- // call remote events
290
- if (this.owner === this.context.connection.connectionId) {
291
- PlayerState._local.push(this);
292
- // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
293
- const evt = new CustomEvent("local-owner-changed", { detail: detail });
294
- this.dispatchEvent(evt);
295
- }
296
- const evt = new CustomEvent("owner-changed", { detail: detail });
297
- this.dispatchEvent(evt);
298
- PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
299
- }
300
- /** @internal */
301
- awake() {
302
- PlayerState.all.push(this);
303
- if (debug)
304
- console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all);
305
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
306
- }
307
- /** @internal */
308
- async start() {
309
- if (debug)
310
- console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]));
311
- // If a player is spawned but not in the room anymore we want to destroy it
312
- // this might happen in a case where all users get disconnected at once and the server
313
- // still has the syncInstantiate messages that are sent to all clients
314
- if (this.owner) {
315
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
316
- if (!this.context.connection.isInRoom)
317
- await delay(300);
318
- if (this.context.connection.userIsInRoom(this.owner) == false) {
319
- if (debug)
320
- console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom());
321
- this.doDestroy();
322
- }
323
- }
324
- else if (!this.owner) {
325
- if (debug)
326
- console.warn("PlayerState.start → owner is undefined!", this.name);
327
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
328
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
329
- setTimeout(() => {
330
- if (!this.destroyed && !this.owner) {
331
- if (!this.dontDestroy) {
332
- if (debug)
333
- console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
334
- this.doDestroy();
335
- }
336
- else if (debug)
337
- console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
338
- }
339
- else if (debug)
340
- console.log("PlayerState.start → owner is assigned", this.owner);
341
- }, 2000);
342
- }
343
- }
344
- /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
345
- doDestroy() {
346
- if (debug)
347
- console.log("PlayerSync.doDestroy → syncDestroy", this.name);
348
- syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
349
- }
350
- /** @internal */
351
- onDestroy() {
352
- if (debug)
353
- console.warn("PlayerState.onDestroy", this.owner);
354
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
355
- PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
356
- if (this.isLocalPlayer) {
357
- const index = PlayerState._local.indexOf(this);
358
- if (index >= 0)
359
- PlayerState._local.splice(index, 1);
360
- }
361
- }
362
- /**
363
- * Handler for when a user leaves the networked room
364
- * @param model Object containing the ID of the user who left
365
- */
366
- onUserLeftRoom = (model) => {
367
- if (model.userId === this.owner) {
368
- if (debug)
369
- console.log("PLAYERSYNC LEFT", this.owner);
370
- this.doDestroy();
371
- return;
372
- }
373
- };
374
- }
375
- __decorate([
376
- syncField(PlayerState.prototype.onOwnerChange)
377
- ], PlayerState.prototype, "owner", 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 { Object3D } from "three";
8
+ import { AssetReference } from "../../engine/engine_addressables.js";
9
+ import { RoomEvents } from "../../engine/engine_networking.js";
10
+ import { syncField } from "../../engine/engine_networking_auto.js";
11
+ import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
12
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
13
+ import { delay, getParam } from "../../engine/engine_utils.js";
14
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
15
+ import { EventList } from "../../engine-components/EventList.js";
16
+ const debug = getParam("debugplayersync");
17
+ /**
18
+ * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
19
+ * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
20
+ * @category Networking
21
+ */
22
+ export class PlayerSync extends Behaviour {
23
+ /**
24
+ * This API is experimental and may change or be removed in the future.
25
+ * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
26
+ * @param url Path to the asset that should be instantiated for each player
27
+ * @param init Optional initialization parameters for the PlayerSync component
28
+ * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
29
+ * @example
30
+ * ```typescript
31
+ * const res = await PlayerSync.setupFrom("/assets/demo.glb");
32
+ * addComponent(res.asset?.asset, DragControls);
33
+ * addComponent(res.asset?.asset, SyncedTransform);
34
+ * scene.add(res.gameObject);
35
+ * ```
36
+ */
37
+ static async setupFrom(url, init) {
38
+ const assetReference = AssetReference.getOrCreateFromUrl(url);
39
+ if (!assetReference.asset) {
40
+ const i = await assetReference.loadAssetAsync();
41
+ if (i)
42
+ GameObject.getOrAddComponent(i, PlayerState);
43
+ }
44
+ const ps = new PlayerSync();
45
+ ps._internalInit(init);
46
+ ps.asset = assetReference;
47
+ const obj = new Object3D();
48
+ obj["guid"] = url;
49
+ GameObject.addComponent(obj, ps);
50
+ return ps;
51
+ }
52
+ /**
53
+ * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
54
+ */
55
+ autoSync = true;
56
+ /**
57
+ * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
58
+ */
59
+ asset;
60
+ /**
61
+ * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
62
+ * @serializable
63
+ */
64
+ onPlayerSpawned;
65
+ _localInstance;
66
+ awake() {
67
+ this.watchTabVisible();
68
+ if (!this.onPlayerSpawned)
69
+ this.onPlayerSpawned = new EventList();
70
+ }
71
+ onEnable() {
72
+ this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
73
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
74
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
75
+ if (this.context.connection.isInRoom) {
76
+ this.onJoinedRoom();
77
+ }
78
+ }
79
+ onDisable() {
80
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
81
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
82
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
83
+ }
84
+ onJoinedRoom = () => {
85
+ if (debug)
86
+ console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
87
+ if (this.autoSync)
88
+ this.getInstance();
89
+ };
90
+ /**
91
+ * Gets or creates an instance of the assigned asset for the local player
92
+ * @returns Promise resolving to the instantiated player object or null if creation failed
93
+ */
94
+ async getInstance() {
95
+ if (this._localInstance)
96
+ return this._localInstance;
97
+ if (debug)
98
+ console.log("PlayerSync.createInstance", this.asset?.url);
99
+ if (!this.asset?.asset && !this.asset?.url) {
100
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
101
+ return null;
102
+ }
103
+ if (!this.gameObject.guid) {
104
+ console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
105
+ }
106
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true);
107
+ const instance = await this._localInstance;
108
+ if (instance) {
109
+ const pl = GameObject.getComponentsInChildren(instance, PlayerState);
110
+ if (debug)
111
+ console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
112
+ if (pl?.length) {
113
+ for (const state of pl)
114
+ state.owner = this.context.connection.connectionId;
115
+ this.onPlayerSpawned?.invoke(instance);
116
+ }
117
+ else {
118
+ this._localInstance = undefined;
119
+ console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
120
+ GameObject.destroySynced(instance);
121
+ }
122
+ }
123
+ else {
124
+ this._localInstance = undefined;
125
+ console.warn("PlayerSync: failed instantiating asset!");
126
+ }
127
+ return this._localInstance;
128
+ }
129
+ /**
130
+ * Destroys the current player instance and cleans up networking state
131
+ */
132
+ destroyInstance = () => {
133
+ this._localInstance?.then(go => {
134
+ if (debug)
135
+ console.log("PlayerSync.destroyInstance", go);
136
+ syncDestroy(go, this.context.connection, true, { saveInRoom: false });
137
+ });
138
+ this._localInstance = undefined;
139
+ };
140
+ /**
141
+ * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
142
+ */
143
+ watchTabVisible() {
144
+ window.addEventListener("visibilitychange", _ => {
145
+ if (document.visibilityState === "visible") {
146
+ for (let i = PlayerState.all.length - 1; i >= 0; i--) {
147
+ const pl = PlayerState.all[i];
148
+ if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
149
+ pl.doDestroy();
150
+ }
151
+ }
152
+ }
153
+ });
154
+ }
155
+ }
156
+ __decorate([
157
+ serializable()
158
+ ], PlayerSync.prototype, "autoSync", void 0);
159
+ __decorate([
160
+ serializable(AssetReference)
161
+ ], PlayerSync.prototype, "asset", void 0);
162
+ __decorate([
163
+ serializable(EventList)
164
+ ], PlayerSync.prototype, "onPlayerSpawned", void 0);
165
+ /**
166
+ * Enum defining events that can be triggered by PlayerState
167
+ */
168
+ export var PlayerStateEvent;
169
+ (function (PlayerStateEvent) {
170
+ /** Triggered when a PlayerState's owner property changes */
171
+ PlayerStateEvent["OwnerChanged"] = "ownerChanged";
172
+ })(PlayerStateEvent || (PlayerStateEvent = {}));
173
+ /**
174
+ * Represents a player instance in the networked environment.
175
+ * Handles ownership, synchronization, and lifecycle management of player objects.
176
+ */
177
+ export class PlayerState extends Behaviour {
178
+ static _all = [];
179
+ /** All PlayerState instances for all players in the scene */
180
+ static get all() {
181
+ return PlayerState._all;
182
+ }
183
+ ;
184
+ static _local = [];
185
+ /** All PlayerState instances that belong to the local player */
186
+ static get local() {
187
+ return PlayerState._local;
188
+ }
189
+ /**
190
+ * Gets the PlayerState component for a given object or component
191
+ * @param obj Object3D or Component to find the PlayerState for
192
+ * @returns The PlayerState component if found, undefined otherwise
193
+ */
194
+ static getFor(obj) {
195
+ if (obj instanceof Object3D) {
196
+ return GameObject.getComponentInParent(obj, PlayerState);
197
+ }
198
+ else if (obj instanceof Component) {
199
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
200
+ }
201
+ return undefined;
202
+ }
203
+ /**
204
+ * Checks if a given object or component belongs to the local player
205
+ * @param obj Object3D or Component to check
206
+ * @returns True if the object belongs to the local player, false otherwise
207
+ */
208
+ static isLocalPlayer(obj) {
209
+ const state = PlayerState.getFor(obj);
210
+ return state?.isLocalPlayer ?? false;
211
+ }
212
+ static _callbacks = {};
213
+ /**
214
+ * Registers a callback for a specific PlayerState event
215
+ * @param event The event to listen for
216
+ * @param cb Callback function that will be invoked when the event occurs
217
+ * @returns The provided callback function for chaining
218
+ */
219
+ static addEventListener(event, cb) {
220
+ if (!this._callbacks[event])
221
+ this._callbacks[event] = [];
222
+ this._callbacks[event].push(cb);
223
+ return cb;
224
+ }
225
+ /**
226
+ * Removes a previously registered event callback
227
+ * @param event The event type to remove the callback from
228
+ * @param cb The callback function to remove
229
+ */
230
+ static removeEventListener(event, cb) {
231
+ if (!this._callbacks[event])
232
+ return;
233
+ const index = this._callbacks[event].indexOf(cb);
234
+ if (index >= 0)
235
+ this._callbacks[event].splice(index, 1);
236
+ }
237
+ static dispatchEvent(event, args) {
238
+ if (!this._callbacks[event])
239
+ return;
240
+ for (const cb of this._callbacks[event]) {
241
+ cb(args);
242
+ }
243
+ }
244
+ /** Event triggered when the owner of this PlayerState changes */
245
+ onOwnerChangeEvent = new EventList();
246
+ /** Event triggered the first time an owner is assigned to this PlayerState */
247
+ onFirstOwnerChangeEvent = new EventList();
248
+ /** Indicates if this PlayerState has an owner assigned */
249
+ hasOwner = false;
250
+ /**
251
+ * The connection ID of the player who owns this PlayerState instance
252
+ * @syncField Synchronized across the network
253
+ */
254
+ owner;
255
+ /**
256
+ * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
257
+ */
258
+ dontDestroy = false;
259
+ /**
260
+ * Indicates if this PlayerState belongs to the local player
261
+ */
262
+ get isLocalPlayer() {
263
+ return this.owner === this.context.connection.connectionId;
264
+ }
265
+ /**
266
+ * Handles owner change events and updates relevant state
267
+ * @param newOwner The new owner's connection ID
268
+ * @param oldOwner The previous owner's connection ID
269
+ */
270
+ onOwnerChange(newOwner, oldOwner) {
271
+ if (debug)
272
+ console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
273
+ // Remove from local owner array if it was local before
274
+ const index = PlayerState._local.indexOf(this);
275
+ if (index >= 0)
276
+ PlayerState._local.splice(index, 1);
277
+ // Args to use for dispatching events
278
+ const detail = {
279
+ playerState: this,
280
+ oldValue: oldOwner,
281
+ newValue: newOwner
282
+ };
283
+ // call local events
284
+ if (!this.hasOwner) {
285
+ this.hasOwner = true;
286
+ this.onFirstOwnerChangeEvent?.invoke(detail);
287
+ }
288
+ this.onOwnerChangeEvent?.invoke(detail);
289
+ // call remote events
290
+ if (this.owner === this.context.connection.connectionId) {
291
+ PlayerState._local.push(this);
292
+ // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
293
+ const evt = new CustomEvent("local-owner-changed", { detail: detail });
294
+ this.dispatchEvent(evt);
295
+ }
296
+ const evt = new CustomEvent("owner-changed", { detail: detail });
297
+ this.dispatchEvent(evt);
298
+ PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
299
+ }
300
+ /** @internal */
301
+ awake() {
302
+ PlayerState.all.push(this);
303
+ if (debug)
304
+ console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all);
305
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
306
+ }
307
+ /** @internal */
308
+ async start() {
309
+ if (debug)
310
+ console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]));
311
+ // If a player is spawned but not in the room anymore we want to destroy it
312
+ // this might happen in a case where all users get disconnected at once and the server
313
+ // still has the syncInstantiate messages that are sent to all clients
314
+ if (this.owner) {
315
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
316
+ if (!this.context.connection.isInRoom)
317
+ await delay(300);
318
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
319
+ if (debug)
320
+ console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom());
321
+ this.doDestroy();
322
+ }
323
+ }
324
+ else if (!this.owner) {
325
+ if (debug)
326
+ console.warn("PlayerState.start → owner is undefined!", this.name);
327
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
328
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
329
+ setTimeout(() => {
330
+ if (!this.destroyed && !this.owner) {
331
+ if (!this.dontDestroy) {
332
+ if (debug)
333
+ console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
334
+ this.doDestroy();
335
+ }
336
+ else if (debug)
337
+ console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
338
+ }
339
+ else if (debug)
340
+ console.log("PlayerState.start → owner is assigned", this.owner);
341
+ }, 2000);
342
+ }
343
+ }
344
+ /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
345
+ doDestroy() {
346
+ if (debug)
347
+ console.log("PlayerSync.doDestroy → syncDestroy", this.name);
348
+ syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
349
+ }
350
+ /** @internal */
351
+ onDestroy() {
352
+ if (debug)
353
+ console.warn("PlayerState.onDestroy", this.owner);
354
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
355
+ PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
356
+ if (this.isLocalPlayer) {
357
+ const index = PlayerState._local.indexOf(this);
358
+ if (index >= 0)
359
+ PlayerState._local.splice(index, 1);
360
+ }
361
+ }
362
+ /**
363
+ * Handler for when a user leaves the networked room
364
+ * @param model Object containing the ID of the user who left
365
+ */
366
+ onUserLeftRoom = (model) => {
367
+ if (model.userId === this.owner) {
368
+ if (debug)
369
+ console.log("PLAYERSYNC LEFT", this.owner);
370
+ this.doDestroy();
371
+ return;
372
+ }
373
+ };
374
+ }
375
+ __decorate([
376
+ syncField(PlayerState.prototype.onOwnerChange)
377
+ ], PlayerState.prototype, "owner", void 0);
378
378
  //# sourceMappingURL=PlayerSync.js.map