@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
@@ -1,783 +1,783 @@
1
- import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
- import { ArrayCamera, Box3, BufferGeometry, Camera, type Intersection, Layers, Line, Matrix3, Matrix4, Mesh, Object3D, PerspectiveCamera, Plane, Ray, Raycaster, SkinnedMesh, Sphere, SphereGeometry, Vector2, Vector3 } from 'three'
3
- import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
- import type { MeshBVH, MeshBVHOptions, StaticGeometryGenerator } from 'three-mesh-bvh';
5
- import type { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
6
-
7
- import { isDevEnvironment } from './debug/index.js';
8
- import { Gizmos } from './engine_gizmos.js';
9
- import { Context } from './engine_setup.js';
10
- import { getTempVector, getWorldPosition } from "./engine_three_utils.js"
11
- import type { ConstructorConcrete, Vec2, Vec3, } from './engine_types.js';
12
- import type { IPhysicsEngine } from './engine_types.js';
13
- import { getParam } from "./engine_utils.js"
14
-
15
- const debugPhysics = getParam("debugphysics");
16
- const layerMaskHelper: Layers = new Layers();
17
-
18
-
19
- export declare type RaycastTestObjectReturnType = void | boolean | "continue in children";
20
- export declare type RaycastTestObjectCallback = (obj: Object3D) => RaycastTestObjectReturnType;
21
-
22
- export declare interface IRaycastOptions {
23
- /** Optionally a custom raycaster can be provided. Other properties will then be set on this raycaster */
24
- raycaster?: Raycaster;
25
- /** Optional ray that can be used for raycasting
26
- * @link https://threejs.org/docs/#api/en/math/Ray
27
- * */
28
- ray?: Ray;
29
- /** The camera to use for the raycaster */
30
- cam?: Camera | null;
31
- /** Point on screen in raycast space / normalized device coordinates (-1 to 1).
32
- * @link https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera */
33
- screenPoint?: Vector2;
34
- /** Raycast results array. You can provide an array here to avoid creating a new one (note that if your array already contains items they will be removed) */
35
- results?: Array<Intersection>;
36
- /** Objects to raycast against. If no target array is provided the whole scene will be raycasted */
37
- targets?: Array<Object3D>;
38
- /**
39
- * If true, the raycaster will traverse the scene recursively.
40
- * @default true
41
- */
42
- recursive?: boolean;
43
- /**
44
- * If true, the raycaster will use a more precise method to test for intersections. This is slower but more accurate.
45
- * @default true
46
- */
47
- precise?: boolean;
48
- /** Set the raycaster near distance:
49
- * The near factor of the raycaster. This value indicates which objects can be discarded based on the distance. This value shouldn't be negative and should be smaller than the far property.
50
- * @link https://threejs.org/docs/#api/en/core/Raycaster.near
51
- */
52
- minDistance?: number;
53
- /** Set the raycaster far distance:
54
- * The far factor of the raycaster. This value indicates which objects can be discarded based on the distance. This value shouldn't be negative and should be larger than the near property.
55
- * @link https://threejs.org/docs/#api/en/core/Raycaster.far
56
- */
57
- maxDistance?: number;
58
- /** @link https://threejs.org/docs/#api/en/core/Raycaster.params */
59
- lineThreshold?: number;
60
- /** raw layer mask, use setLayer to set an individual layer active */
61
- layerMask?: Layers | number;
62
- ignore?: Object3D[];
63
- /** Optional calback function to be called per object before tested for intersections.
64
- * This can be used to filter objects.
65
- * Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
66
- * */
67
- testObject?: RaycastTestObjectCallback;
68
-
69
- /**
70
- * Use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
71
- * @default undefined
72
- */
73
- useAcceleratedRaycast?: boolean;
74
- }
75
-
76
- export class RaycastOptions implements IRaycastOptions {
77
- public static readonly AllLayers = 0xFFFFFFFF;
78
-
79
- ray?: Ray;
80
- cam?: Camera | null;
81
- screenPoint?: Vector2;
82
- raycaster?: Raycaster;
83
- results?: Array<Intersection>;
84
- targets?: Array<Object3D>;
85
- recursive?: boolean = true;
86
- minDistance?: number;
87
- maxDistance?: number;
88
- lineThreshold?: number;
89
- layerMask?: Layers | number;
90
- ignore?: Object3D[];
91
- testObject?: RaycastTestObjectCallback;
92
- useAcceleratedRaycast?: boolean | undefined;
93
-
94
- screenPointFromOffset(ox: number, oy: number) {
95
- if (this.screenPoint === undefined) this.screenPoint = new Vector2();
96
- this.screenPoint.x = ox / window.innerWidth * 2 - 1;
97
- this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
98
- }
99
-
100
- /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
101
- setLayer(layer: number) {
102
- layerMaskHelper.set(layer);
103
- this.layerMask = layerMaskHelper;
104
- }
105
-
106
- /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
107
- setMask(mask: number) {
108
- if (!this.layerMask) this.layerMask = new Layers();
109
- const lm = this.layerMask as Layers;
110
- if (lm)
111
- lm.mask = mask;
112
- else this.layerMask = mask;
113
- }
114
-
115
- }
116
-
117
- export class SphereIntersection implements Intersection {
118
- distance: number;
119
- point: Vector3;
120
- object: Object3D;
121
- constructor(object: Object3D, distance: number, point: Vector3) {
122
- this.object = object;
123
- this.distance = distance;
124
- this.point = point;
125
- }
126
- }
127
-
128
- export class Physics {
129
-
130
- private static _raycasting: number = 0;
131
- /**
132
- * Returns true if raycasting is currently happening
133
- */
134
- public static get raycasting() {
135
- return this._raycasting > 0;
136
- }
137
-
138
- /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
139
- public raycastPhysicsFast(origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined, maxDistance: number = Infinity, solid: boolean = true) {
140
- return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
141
- }
142
-
143
- /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
144
- public raycastPhysicsFastAndGetNormal(origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined, maxDistance: number = Infinity, solid: boolean = true) {
145
- return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
146
- }
147
-
148
- /**@deprecated use this.context.physics.engine.sphereOverlap */
149
- public sphereOverlapPhysics(point: Vector3, radius: number) {
150
- return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
151
- }
152
-
153
-
154
- private readonly context: Context;
155
- engine?: IPhysicsEngine;
156
-
157
- constructor(context: Context) {
158
- this.context = context;
159
- }
160
-
161
- // raycasting
162
- private readonly raycaster: Raycaster = new Raycaster();
163
- private readonly defaultRaycastOptions: RaycastOptions = new RaycastOptions();
164
- private readonly targetBuffer: Array<Object3D> = new Array<Object3D>(1);
165
- private readonly defaultThresholds = {
166
- Mesh: {},
167
- Line: { threshold: -1 },
168
- LOD: {},
169
- Points: { threshold: 0 },
170
- Sprite: {}
171
- }
172
-
173
-
174
- private sphereResults: Array<Intersection> = new Array<Intersection>();
175
- private sphereMask: Layers = new Layers();
176
- private readonly sphere: Sphere = new Sphere();
177
- /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
178
- * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
179
- * @param spherePos the center of the sphere in world space
180
- * @param radius the radius of the sphere
181
- * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
182
- * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
183
- * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
184
- */
185
- public sphereOverlap(spherePos: Vector3, radius: number, traverseChildsAfterHit: boolean = true, bvh: boolean = false, shouldRaycast: RaycastTestObjectCallback | null = null): Array<Intersection> {
186
- this.sphereResults.length = 0;
187
- if (!this.context.scene) return this.sphereResults;
188
- const mask = this.sphereMask;
189
- mask.enableAll();
190
- mask.disable(2);
191
- for (const ch of this.context.scene.children) {
192
- this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
193
- }
194
- return this.sphereResults.sort((a, b) => a.distance - b.distance);
195
- }
196
-
197
- public raycastFromRay(ray: Ray, options: IRaycastOptions | null = null): Array<Intersection> {
198
- const opts = options ?? this.defaultRaycastOptions;
199
- opts.ray = ray;
200
- const res = this.raycast(opts);
201
- // reset the default options ray
202
- if (opts === this.defaultRaycastOptions) opts.ray = undefined;
203
- return res;
204
- }
205
-
206
- /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
207
- * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
208
- * Raycasting SkinnedMeshes is specially expensive.
209
- * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
210
- * @param options raycast options. If null, default options will be used.
211
- */
212
- public raycast(options: IRaycastOptions | null = null): Array<Intersection> {
213
- if (debugPhysics) {
214
- performance.mark('raycast.start');
215
- }
216
- if (!options) options = this.defaultRaycastOptions;
217
- const mp = options.screenPoint ?? this.context.input.mousePositionRC;
218
- const rc = options.raycaster ?? this.raycaster;
219
- rc.near = options.minDistance ?? 0;
220
- rc.far = options.maxDistance ?? Infinity;
221
- rc.params = this.defaultThresholds;
222
- if (options.lineThreshold === undefined) options.lineThreshold = -1;
223
- rc.params.Line = { threshold: options.lineThreshold };
224
- if (options.ray) {
225
- rc.ray.copy(options.ray);
226
- }
227
- else {
228
- const cam = options.cam ?? this.context.mainCamera;
229
- if (!cam) {
230
- if (debugPhysics)
231
- console.error("Can not perform raycast - no main camera found");
232
- if (this.defaultRaycastOptions.results) this.defaultRaycastOptions.results.length = 0;
233
- return this.defaultRaycastOptions.results ?? [];
234
- }
235
- const xrCam = this.context.xrCamera;
236
- if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
237
- rc.setFromCamera(mp, xrCam.cameras[0] as PerspectiveCamera);
238
- }
239
- else {
240
- rc.setFromCamera(mp, cam);
241
- }
242
- }
243
- let targets = options.targets;
244
- if (!targets) {
245
- targets = this.targetBuffer;
246
- targets.length = 1;
247
- targets[0] = this.context.scene;
248
- }
249
- let results = options.results;
250
- if (this.defaultRaycastOptions.results)
251
- this.defaultRaycastOptions.results.length = 0;
252
- if (!results) {
253
- if (!this.defaultRaycastOptions.results)
254
- this.defaultRaycastOptions.results = new Array<Intersection>();
255
- results = this.defaultRaycastOptions.results;
256
- }
257
-
258
- // layermask
259
- // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
260
- if (options.layerMask !== undefined) {
261
- if (options.layerMask instanceof Layers)
262
- rc.layers.mask = options.layerMask.mask;
263
- else
264
- rc.layers.mask = options.layerMask;
265
- }
266
- else {
267
- rc.layers.enableAll();
268
- rc.layers.disable(2);
269
- }
270
-
271
- if (debugPhysics) {
272
- // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
273
- console.time("raycast");
274
- }
275
-
276
- // shoot
277
- results.length = 0;
278
- Physics._raycasting++;
279
- this.intersect(this.raycaster, targets, results, options);
280
- results.sort((a, b) => a.distance - b.distance);
281
-
282
- // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
283
- const ignorelist = options.ignore;
284
- if (ignorelist !== undefined && ignorelist.length > 0) {
285
- results = results.filter(r => !ignorelist.includes(r.object));
286
- }
287
-
288
- Physics._raycasting--;
289
-
290
- if (debugPhysics) {
291
- console.timeEnd("raycast");
292
- console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
293
- performance.mark('raycast.end');
294
- performance.measure('raycast', 'raycast.start', 'raycast.end');
295
- }
296
-
297
- return results;
298
- }
299
-
300
- private intersect(raycaster: Raycaster, objects: Object3D[], results: Intersection[], options: IRaycastOptions) {
301
- for (const obj of objects) {
302
-
303
- // handle case where null or undefined object is in the scene
304
- if (!obj) continue;
305
- // dont raycast invisible objects
306
- if (obj.visible === false) continue;
307
-
308
- if (Gizmos.isGizmo(obj)) continue;
309
-
310
- // dont raycast object if it's a line and the line threshold is < 0
311
- if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
312
- if (obj instanceof Line) {
313
- continue;
314
- }
315
- }
316
-
317
- let shouldIntersectObject = true;
318
- const mesh = obj as Mesh | SkinnedMesh;
319
- const geo = mesh.geometry;
320
-
321
- // We need to run this first because of "EventSystem.testObject" implementation
322
- if (options.testObject) {
323
- const testResult = options.testObject?.(obj);
324
- if (testResult === false) {
325
- continue;
326
- }
327
- else if (testResult === "continue in children") {
328
- shouldIntersectObject = false;
329
- }
330
- }
331
-
332
- if (shouldIntersectObject) {
333
- if (!geo) {
334
- shouldIntersectObject = false;
335
- }
336
- // check if the geometry is valid
337
- else if (!canRaycastGeometry(geo)) {
338
- shouldIntersectObject = false;
339
- }
340
- }
341
-
342
-
343
- if (shouldIntersectObject) {
344
- const raycastMesh = getRaycastMesh(obj);
345
- if (raycastMesh) mesh.geometry = raycastMesh as any;
346
- const lastResultsCount = results.length;
347
-
348
- let usePrecise = true;
349
- if (options.precise === false) usePrecise = false;
350
- usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
351
- if (mesh instanceof GroundedSkybox) {
352
- usePrecise = false;
353
- }
354
-
355
- if (!usePrecise && customRaycast(mesh, raycaster, results)) {
356
- // did handle raycast
357
- }
358
- else if (options.useAcceleratedRaycast !== false) {
359
- NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context);
360
- }
361
- else {
362
- raycaster.intersectObject(mesh, false, results);
363
- }
364
-
365
- if (debugPhysics && results.length != lastResultsCount) {
366
- const latestResult = results[results.length - 1];
367
- const col = raycastMesh ? 0x88dd55 : 0x770000;
368
- Gizmos.DrawWireSphere(latestResult.point, .1, col, 1, false);
369
- Gizmos.DrawWireMesh({ mesh: obj as Mesh, depthTest: false, duration: .2, color: col });
370
- }
371
- mesh.geometry = geo;
372
- }
373
-
374
- if (options.recursive !== false) {
375
- this.intersect(raycaster, obj.children, results, options);
376
- }
377
- }
378
- return results;
379
- }
380
-
381
- private tempBoundingBox: Box3 = new Box3();
382
- private intersectSphere(obj: Object3D, spherePos: Vector3, radius: number, mask: Layers, results: Array<Intersection>, traverseChildsAfterHit: boolean, useBvh: boolean, shouldRaycast: RaycastTestObjectCallback | null): void {
383
-
384
- let shouldIntersectObject = obj && (obj as Mesh).isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
385
-
386
- shouldIntersectObject &&= obj.visible;
387
- shouldIntersectObject &&= !(obj instanceof Line);
388
- shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
389
-
390
- const mesh = obj as Mesh;
391
- const geo = mesh.geometry;
392
-
393
- if (shouldIntersectObject && shouldRaycast) {
394
- const testResult = shouldRaycast(obj);
395
- if (testResult === false) {
396
- return;
397
- }
398
- else if (testResult === "continue in children") {
399
- shouldIntersectObject = false;
400
- }
401
- }
402
-
403
- // check if geometry exists
404
- if (!geo) {
405
- shouldIntersectObject = false;
406
- }
407
- // check if the geometry is valid
408
- else if (!canRaycastGeometry(geo)) {
409
- shouldIntersectObject = false;
410
- }
411
-
412
-
413
- if (shouldIntersectObject) {
414
- if (useBvh) {
415
- const sphere = this.sphere;
416
- sphere.center.copy(spherePos);
417
- sphere.radius = radius;
418
- const previousResults = results.length;
419
- NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context);
420
- if (previousResults != results.length && !traverseChildsAfterHit) {
421
- return;
422
- }
423
- }
424
- // Classic sphere intersection test
425
- else {
426
- if (!geo.boundingBox)
427
- geo.computeBoundingBox();
428
-
429
- if (geo.boundingBox) {
430
- if (mesh.matrixWorldNeedsUpdate) mesh.updateWorldMatrix(false, false);
431
- const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
432
- const sphere = this.sphere;
433
- sphere.center.copy(spherePos);
434
- sphere.radius = radius;
435
-
436
- if (sphere.intersectsBox(test)) {
437
- const wp = getWorldPosition(obj);
438
- const dist = wp.distanceTo(sphere.center);
439
- const int = new SphereIntersection(obj, dist, wp);
440
- results.push(int);
441
- if (!traverseChildsAfterHit) return;
442
- }
443
- }
444
- }
445
- }
446
-
447
-
448
- if (obj.children) {
449
- for (const ch of obj.children) {
450
- const len = results.length;
451
- this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
452
- if (len != results.length && !traverseChildsAfterHit) return;
453
- }
454
- }
455
- }
456
- }
457
-
458
- /**
459
- * See https://linear.app/needle/issue/NE-5524
460
- * @returns true if the geometry can be raycasted
461
- */
462
- function canRaycastGeometry(geo: BufferGeometry): boolean {
463
- // if the geometry has an index buffer but no indices, we can't raycast
464
- if (geo.index && geo.index.array.length < 3) return false;
465
- // we might want to test if the geometry has a position buffer
466
- return true;
467
- }
468
-
469
-
470
- const tempSphere = new Sphere();
471
- const tempPlane = new Plane();
472
- const normalUpMatrix = new Matrix3();
473
-
474
- /**
475
- * @returns false if custom raycasting can not run, otherwise true
476
- */
477
- function customRaycast(mesh: Mesh, raycaster: Raycaster, results: Intersection[]): boolean {
478
- const originalComputeIntersectionsFn = mesh["_computeIntersections"];
479
- if (!originalComputeIntersectionsFn) {
480
- return false;
481
- }
482
-
483
- // compute custom intersection, check if a custom method already exists
484
- let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
485
- if (!computeCustomIntersectionFn) {
486
- // create and bind a custom method once to the mesh object
487
- // TODO: maybe we want to add this to the prototype instead
488
- computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster: Raycaster, intersects: Intersection[], _rayLocalSpace: Ray) {
489
- const self = this as Mesh;
490
- const boundingSphere = self.geometry.boundingSphere;
491
- if (boundingSphere) {
492
-
493
- if (self instanceof GroundedSkybox) {
494
- tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
495
- tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
496
- const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
497
- if (point) {
498
- tempSphere.copy(boundingSphere);
499
- tempSphere.applyMatrix4(self.matrixWorld);
500
- const dir = getTempVector(point).sub(raycaster.ray.origin);
501
- const distance = dir.length();
502
- const groundProjectionFloorRadius = tempSphere.radius * .5;
503
- if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
504
- intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
505
- }
506
- return;
507
- }
508
-
509
- tempSphere.copy(boundingSphere);
510
- tempSphere.applyMatrix4(self.matrixWorld);
511
- const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
512
- if (point) {
513
- const dir = getTempVector(point).sub(raycaster.ray.origin);
514
- const distance = dir.length();
515
- // Ignore hits when we're inside the sphere
516
- if (distance > tempSphere.radius) {
517
- const normal = dir.clone().normalize();
518
- intersects.push({ distance: distance, point, object: self, normal });
519
- }
520
- }
521
- }
522
- }
523
- }
524
- mesh["_computeIntersections"] = computeCustomIntersectionFn;
525
- raycaster.intersectObject(mesh, false, results);
526
- mesh["_computeIntersections"] = originalComputeIntersectionsFn;
527
- return true;
528
- }
529
-
530
-
531
-
532
- declare module 'three' {
533
- interface SkinnedMesh {
534
- staticGenerator?: StaticGeometryGenerator;
535
- staticGeometry?: BufferGeometry;
536
- staticGeometryLastUpdate?: number;
537
- }
538
- interface Mesh {
539
- acceleratedRaycast?: any;
540
- }
541
- export interface SkinnedMesh {
542
- autoUpdateMeshBVH?: boolean;
543
- bvhNeedsUpdate?: boolean;
544
- }
545
- }
546
-
547
-
548
-
549
- namespace NEMeshBVH {
550
- export function runMeshBVHRaycast(method: Raycaster | Sphere, mesh: Mesh, results: Intersection[], context: Pick<Context, "xr">): boolean {
551
- if (!mesh.geometry) {
552
- return false;
553
- }
554
- // Completely prevent raycasting on object that has no position
555
- if (!mesh.geometry.hasAttribute('position')) {
556
- return false;
557
- }
558
- // The code below handles generating the mesh bvh structure that is used for raycasting
559
- // We first try to setup workers so it can run off the main thread
560
- const geom = mesh.geometry;
561
-
562
- if ((mesh as SkinnedMesh)?.isSkinnedMesh) {
563
- const skinnedMesh = mesh as SkinnedMesh;
564
- const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
565
- if (!skinnedMesh.staticGenerator) {
566
- loadMeshBVHLibrary();
567
- if (_StaticGeometryGenerator) {
568
- skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
569
- skinnedMesh.staticGenerator.applyWorldTransforms = false;
570
- skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
571
- geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
572
- skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
573
- if (skinnedMesh.autoUpdateMeshBVH === undefined)
574
- skinnedMesh.autoUpdateMeshBVH = false;
575
- }
576
- }
577
- else if (geom.boundsTree && (skinnedMesh.autoUpdateMeshBVH === true || skinnedMeshBVHNeedsUpdate === true)) {
578
- // automatically refit the tree every 300ms
579
- const now = performance.now();
580
- const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate!;
581
- if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > 100) {
582
- skinnedMesh.bvhNeedsUpdate = false;
583
- skinnedMesh.staticGeometryLastUpdate = now;
584
- skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
585
- geom.boundsTree.refit();
586
- }
587
- }
588
- }
589
-
590
- else if (!geom.boundsTree) {
591
-
592
- // Try to generate the bvh on a worker
593
- if (!didSetupWorker) internalSetupWorker();
594
-
595
- let canUseWorker = true;
596
-
597
- if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
598
- canUseWorker = false;
599
- }
600
- else if (geom[canUseWorkerSymbol] === false) {
601
- canUseWorker = false;
602
- }
603
- else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
604
- || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
605
- canUseWorker = false;
606
- }
607
-
608
- // if we have a worker use that
609
- if (canUseWorker && _GenerateMeshBVHWorker) {
610
- if (geom[workerTaskSymbol] === undefined) {
611
-
612
- // get available worker
613
- let workerInstance: GenerateMeshBVHWorker | null = null;
614
- // if there are workers available, use one
615
- if (availableWorkers.length > 0) {
616
- const available = availableWorkers.shift();
617
- if (available && !available.running) {
618
- workerInstance = available;
619
- }
620
- }
621
- // if there are no workers available, create a new one
622
- if (!workerInstance && workerInstances.length < 3) {
623
- workerInstance = new _GenerateMeshBVHWorker();
624
- workerInstances.push(workerInstance);
625
- }
626
-
627
- if (workerInstance != null && !workerInstance.running) {
628
- const name = mesh.name;
629
- if (debugPhysics) console.log("<<<< worker start", name, workerInstance);
630
- geom[workerTaskSymbol] = "queued";
631
- performance.mark("bvh.create.start");
632
- // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
633
- // see https://linear.app/needle/issue/NE-5602
634
- // Additionally normal raycasts stop working if we don't clone the geometry
635
- const copy = geom.clone();
636
- try {
637
- workerInstance.generate(copy)
638
- .then(bvh => {
639
- geom[workerTaskSymbol] = "done";
640
- geom.boundsTree = bvh;
641
- })
642
- .catch(err => {
643
- geom[workerTaskSymbol] = "failed - " + err?.message;
644
- geom[canUseWorkerSymbol] = false;
645
- if (debugPhysics) console.error("Failed to generate mesh bvh on worker", err);
646
- })
647
- .finally(() => {
648
- if (debugPhysics) console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
649
- availableWorkers.push(workerInstance);
650
- copy.dispose();
651
- performance.mark("bvh.create.end");
652
- performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
653
- });
654
- }
655
- catch (err) {
656
- console.error("Failed to generate mesh bvh on worker", err);
657
- }
658
- }
659
- else {
660
- // we don't want to generate the BVH on the main thread unless workers are not supported
661
- // If all workers are currently running we need to run a "slow" raycast
662
- if (debugPhysics) console.warn("No worker available");
663
- }
664
- }
665
- }
666
- // Fallback to sync bvh generation if workers are not available
667
- else if (!isRequestingWorker || !canUseWorker) {
668
- loadMeshBVHLibrary();
669
- if (_MeshBVH) {
670
- performance.mark("bvh.create.start");
671
- geom.boundsTree = new _MeshBVH(geom as BufferGeometry);
672
- performance.mark("bvh.create.end");
673
- performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
674
- }
675
- }
676
- }
677
-
678
- if (method instanceof Raycaster) {
679
- const raycaster = method;
680
- // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
681
- // We do need to set the accelerated raycast method (bind it once)
682
- // We could also override it on the prototype - not sure if it's more performant but then it would always run
683
- const raycastMesh = mesh.raycast;
684
- if (geom.boundsTree) {
685
- loadMeshBVHLibrary();
686
- if (_acceleratedRaycast) {
687
- // bind the raycast to the mesh
688
- if (!mesh.acceleratedRaycast) {
689
- mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh) as any;
690
- if (debugPhysics) console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
691
- }
692
- mesh.raycast = mesh.acceleratedRaycast;
693
- }
694
- }
695
- else {
696
- if (debugPhysics) console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
697
- }
698
- const prevFirstHitOnly = raycaster.firstHitOnly;
699
- raycaster.firstHitOnly = false;
700
- raycaster.intersectObject(mesh, false, results);
701
- raycaster.firstHitOnly = prevFirstHitOnly;
702
- mesh.raycast = raycastMesh;
703
- return true;
704
- }
705
- else if (method instanceof Sphere) {
706
- const bvh = geom.boundsTree;
707
- if (bvh) {
708
- const sphere = method;
709
- // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
710
-
711
- invMat.copy(mesh.matrixWorld).invert();
712
- sphere.applyMatrix4(invMat);
713
- const intersects = bvh.intersectsSphere(sphere);
714
- if (intersects) {
715
- // console.log(intersects, mesh.name);
716
- const worldpos = getWorldPosition(mesh);
717
- const distance = worldpos.distanceTo(sphere.center);
718
- const intersection = new SphereIntersection(mesh, distance, worldpos);
719
- results.push(intersection);
720
- }
721
- }
722
- return true;
723
- }
724
-
725
-
726
- return false;
727
- }
728
-
729
- let didLoadMeshBVHLibrary: boolean = false;
730
- let _acceleratedRaycast: Function | null = null;
731
- let _MeshBVH: ConstructorConcrete<MeshBVH> | null = null;
732
- let _StaticGeometryGenerator: ConstructorConcrete<StaticGeometryGenerator> | null = null;
733
- let _computeBoundsTree: ((_opt?: MeshBVHOptions) => MeshBVH) | null = null;
734
-
735
- function loadMeshBVHLibrary() {
736
- if (didLoadMeshBVHLibrary) return;
737
- didLoadMeshBVHLibrary = true;
738
- import("three-mesh-bvh").then(res => {
739
- _acceleratedRaycast = res.acceleratedRaycast;
740
- _MeshBVH = res.MeshBVH;
741
- _StaticGeometryGenerator = res.StaticGeometryGenerator;
742
- _computeBoundsTree = res.computeBoundsTree;
743
- }).catch(_err => {
744
- if (debugPhysics || isDevEnvironment()) {
745
- console.error("Failed to load BVH library...", _err.message);
746
- }
747
- })
748
- }
749
-
750
-
751
- const invMat = new Matrix4();
752
-
753
- /** True after the worker has been requested for the first time */
754
- let didSetupWorker: boolean = false;
755
- /** True while the worker is being requested */
756
- let isRequestingWorker: boolean = false;
757
- let _GenerateMeshBVHWorker: ConstructorConcrete<GenerateMeshBVHWorker> | null = null;
758
-
759
- const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
760
- const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
761
- const workerInstances: GenerateMeshBVHWorker[] = [];
762
- const availableWorkers: GenerateMeshBVHWorker[] = [];
763
-
764
- function internalSetupWorker() {
765
- didSetupWorker = true;
766
- isRequestingWorker = true;
767
- // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
768
- import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
769
- .then(res => {
770
- _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
771
- })
772
- .catch(_err => {
773
- if (debugPhysics || isDevEnvironment()) {
774
- console.warn("Failed to setup mesh bvh worker");
775
- }
776
- })
777
- .finally(() => {
778
- isRequestingWorker = false;
779
- });
780
- }
781
-
782
-
783
- }
1
+ import { getRaycastMesh } from '@needle-tools/gltf-progressive';
2
+ import { ArrayCamera, Box3, BufferGeometry, Camera, type Intersection, Layers, Line, Matrix3, Matrix4, Mesh, Object3D, PerspectiveCamera, Plane, Ray, Raycaster, SkinnedMesh, Sphere, SphereGeometry, Vector2, Vector3 } from 'three'
3
+ import { GroundedSkybox } from 'three/examples/jsm/objects/GroundedSkybox.js';
4
+ import type { MeshBVH, MeshBVHOptions, StaticGeometryGenerator } from 'three-mesh-bvh';
5
+ import type { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
6
+
7
+ import { isDevEnvironment } from './debug/index.js';
8
+ import { Gizmos } from './engine_gizmos.js';
9
+ import { Context } from './engine_setup.js';
10
+ import { getTempVector, getWorldPosition } from "./engine_three_utils.js"
11
+ import type { ConstructorConcrete, Vec2, Vec3, } from './engine_types.js';
12
+ import type { IPhysicsEngine } from './engine_types.js';
13
+ import { getParam } from "./engine_utils.js"
14
+
15
+ const debugPhysics = getParam("debugphysics");
16
+ const layerMaskHelper: Layers = new Layers();
17
+
18
+
19
+ export declare type RaycastTestObjectReturnType = void | boolean | "continue in children";
20
+ export declare type RaycastTestObjectCallback = (obj: Object3D) => RaycastTestObjectReturnType;
21
+
22
+ export declare interface IRaycastOptions {
23
+ /** Optionally a custom raycaster can be provided. Other properties will then be set on this raycaster */
24
+ raycaster?: Raycaster;
25
+ /** Optional ray that can be used for raycasting
26
+ * @link https://threejs.org/docs/#api/en/math/Ray
27
+ * */
28
+ ray?: Ray;
29
+ /** The camera to use for the raycaster */
30
+ cam?: Camera | null;
31
+ /** Point on screen in raycast space / normalized device coordinates (-1 to 1).
32
+ * @link https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera */
33
+ screenPoint?: Vector2;
34
+ /** Raycast results array. You can provide an array here to avoid creating a new one (note that if your array already contains items they will be removed) */
35
+ results?: Array<Intersection>;
36
+ /** Objects to raycast against. If no target array is provided the whole scene will be raycasted */
37
+ targets?: Array<Object3D>;
38
+ /**
39
+ * If true, the raycaster will traverse the scene recursively.
40
+ * @default true
41
+ */
42
+ recursive?: boolean;
43
+ /**
44
+ * If true, the raycaster will use a more precise method to test for intersections. This is slower but more accurate.
45
+ * @default true
46
+ */
47
+ precise?: boolean;
48
+ /** Set the raycaster near distance:
49
+ * The near factor of the raycaster. This value indicates which objects can be discarded based on the distance. This value shouldn't be negative and should be smaller than the far property.
50
+ * @link https://threejs.org/docs/#api/en/core/Raycaster.near
51
+ */
52
+ minDistance?: number;
53
+ /** Set the raycaster far distance:
54
+ * The far factor of the raycaster. This value indicates which objects can be discarded based on the distance. This value shouldn't be negative and should be larger than the near property.
55
+ * @link https://threejs.org/docs/#api/en/core/Raycaster.far
56
+ */
57
+ maxDistance?: number;
58
+ /** @link https://threejs.org/docs/#api/en/core/Raycaster.params */
59
+ lineThreshold?: number;
60
+ /** raw layer mask, use setLayer to set an individual layer active */
61
+ layerMask?: Layers | number;
62
+ ignore?: Object3D[];
63
+ /** Optional calback function to be called per object before tested for intersections.
64
+ * This can be used to filter objects.
65
+ * Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
66
+ * */
67
+ testObject?: RaycastTestObjectCallback;
68
+
69
+ /**
70
+ * Use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
71
+ * @default undefined
72
+ */
73
+ useAcceleratedRaycast?: boolean;
74
+ }
75
+
76
+ export class RaycastOptions implements IRaycastOptions {
77
+ public static readonly AllLayers = 0xFFFFFFFF;
78
+
79
+ ray?: Ray;
80
+ cam?: Camera | null;
81
+ screenPoint?: Vector2;
82
+ raycaster?: Raycaster;
83
+ results?: Array<Intersection>;
84
+ targets?: Array<Object3D>;
85
+ recursive?: boolean = true;
86
+ minDistance?: number;
87
+ maxDistance?: number;
88
+ lineThreshold?: number;
89
+ layerMask?: Layers | number;
90
+ ignore?: Object3D[];
91
+ testObject?: RaycastTestObjectCallback;
92
+ useAcceleratedRaycast?: boolean | undefined;
93
+
94
+ screenPointFromOffset(ox: number, oy: number) {
95
+ if (this.screenPoint === undefined) this.screenPoint = new Vector2();
96
+ this.screenPoint.x = ox / window.innerWidth * 2 - 1;
97
+ this.screenPoint.y = -(oy / window.innerHeight) * 2 + 1;
98
+ }
99
+
100
+ /** sets one layer for raycasting (e.g. layer 4, only objects on layer 4 will then be hit) */
101
+ setLayer(layer: number) {
102
+ layerMaskHelper.set(layer);
103
+ this.layerMask = layerMaskHelper;
104
+ }
105
+
106
+ /** sets the layer.mask value directly, use setLayer if you want to set e.g. an individual layer only active. See https://threejs.org/docs/#api/en/core/Layers for more information about layers */
107
+ setMask(mask: number) {
108
+ if (!this.layerMask) this.layerMask = new Layers();
109
+ const lm = this.layerMask as Layers;
110
+ if (lm)
111
+ lm.mask = mask;
112
+ else this.layerMask = mask;
113
+ }
114
+
115
+ }
116
+
117
+ export class SphereIntersection implements Intersection {
118
+ distance: number;
119
+ point: Vector3;
120
+ object: Object3D;
121
+ constructor(object: Object3D, distance: number, point: Vector3) {
122
+ this.object = object;
123
+ this.distance = distance;
124
+ this.point = point;
125
+ }
126
+ }
127
+
128
+ export class Physics {
129
+
130
+ private static _raycasting: number = 0;
131
+ /**
132
+ * Returns true if raycasting is currently happening
133
+ */
134
+ public static get raycasting() {
135
+ return this._raycasting > 0;
136
+ }
137
+
138
+ /**@deprecated use `this.context.physics.engine.raycast` {@link IPhysicsEngine.raycast} */
139
+ public raycastPhysicsFast(origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined, maxDistance: number = Infinity, solid: boolean = true) {
140
+ return this.context.physics.engine?.raycast(origin, direction, { maxDistance, solid }) ?? null;
141
+ }
142
+
143
+ /**@deprecated use `this.context.physics.engine.raycastAndGetNormal` {@link IPhysicsEngine.raycastAndGetNormal} */
144
+ public raycastPhysicsFastAndGetNormal(origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined, maxDistance: number = Infinity, solid: boolean = true) {
145
+ return this.context.physics.engine?.raycastAndGetNormal(origin, direction, { maxDistance, solid }) ?? null;
146
+ }
147
+
148
+ /**@deprecated use this.context.physics.engine.sphereOverlap */
149
+ public sphereOverlapPhysics(point: Vector3, radius: number) {
150
+ return this.context.physics.engine?.sphereOverlap(point, radius) ?? null;
151
+ }
152
+
153
+
154
+ private readonly context: Context;
155
+ engine?: IPhysicsEngine;
156
+
157
+ constructor(context: Context) {
158
+ this.context = context;
159
+ }
160
+
161
+ // raycasting
162
+ private readonly raycaster: Raycaster = new Raycaster();
163
+ private readonly defaultRaycastOptions: RaycastOptions = new RaycastOptions();
164
+ private readonly targetBuffer: Array<Object3D> = new Array<Object3D>(1);
165
+ private readonly defaultThresholds = {
166
+ Mesh: {},
167
+ Line: { threshold: -1 },
168
+ LOD: {},
169
+ Points: { threshold: 0 },
170
+ Sprite: {}
171
+ }
172
+
173
+
174
+ private sphereResults: Array<Intersection> = new Array<Intersection>();
175
+ private sphereMask: Layers = new Layers();
176
+ private readonly sphere: Sphere = new Sphere();
177
+ /** Test overlapping of a sphere with the threejs geometry. This does not use colliders. This does not return an exact intersection point (intersections returned contain the object and the world position of the object that is being hit)
178
+ * For a more accurate test use the physics engine's collider overlap test (see sphereOverlapPhysics)
179
+ * @param spherePos the center of the sphere in world space
180
+ * @param radius the radius of the sphere
181
+ * @param traverseChildsAfterHit if false it will stop after the first hit. If true it will continue to traverse and add all hits to the result array
182
+ * @param bvh use MeshBVH for raycasting. This is faster than the default threejs raycaster but uses more memory.
183
+ * @param shouldRaycast optional callback to filter objects. Return `false` to ignore the object completely or `"continue in children"` to skip the object but continue to traverse its children (if you do raycast with `recursive` enabled)
184
+ */
185
+ public sphereOverlap(spherePos: Vector3, radius: number, traverseChildsAfterHit: boolean = true, bvh: boolean = false, shouldRaycast: RaycastTestObjectCallback | null = null): Array<Intersection> {
186
+ this.sphereResults.length = 0;
187
+ if (!this.context.scene) return this.sphereResults;
188
+ const mask = this.sphereMask;
189
+ mask.enableAll();
190
+ mask.disable(2);
191
+ for (const ch of this.context.scene.children) {
192
+ this.intersectSphere(ch, spherePos, radius, mask, this.sphereResults, traverseChildsAfterHit, bvh, shouldRaycast);
193
+ }
194
+ return this.sphereResults.sort((a, b) => a.distance - b.distance);
195
+ }
196
+
197
+ public raycastFromRay(ray: Ray, options: IRaycastOptions | null = null): Array<Intersection> {
198
+ const opts = options ?? this.defaultRaycastOptions;
199
+ opts.ray = ray;
200
+ const res = this.raycast(opts);
201
+ // reset the default options ray
202
+ if (opts === this.defaultRaycastOptions) opts.ray = undefined;
203
+ return res;
204
+ }
205
+
206
+ /** raycast against rendered three objects. This might be very slow depending on your scene complexity.
207
+ * We recommend setting objects to IgnoreRaycast layer (2) when you don't need them to be raycasted.
208
+ * Raycasting SkinnedMeshes is specially expensive.
209
+ * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
210
+ * @param options raycast options. If null, default options will be used.
211
+ */
212
+ public raycast(options: IRaycastOptions | null = null): Array<Intersection> {
213
+ if (debugPhysics) {
214
+ performance.mark('raycast.start');
215
+ }
216
+ if (!options) options = this.defaultRaycastOptions;
217
+ const mp = options.screenPoint ?? this.context.input.mousePositionRC;
218
+ const rc = options.raycaster ?? this.raycaster;
219
+ rc.near = options.minDistance ?? 0;
220
+ rc.far = options.maxDistance ?? Infinity;
221
+ rc.params = this.defaultThresholds;
222
+ if (options.lineThreshold === undefined) options.lineThreshold = -1;
223
+ rc.params.Line = { threshold: options.lineThreshold };
224
+ if (options.ray) {
225
+ rc.ray.copy(options.ray);
226
+ }
227
+ else {
228
+ const cam = options.cam ?? this.context.mainCamera;
229
+ if (!cam) {
230
+ if (debugPhysics)
231
+ console.error("Can not perform raycast - no main camera found");
232
+ if (this.defaultRaycastOptions.results) this.defaultRaycastOptions.results.length = 0;
233
+ return this.defaultRaycastOptions.results ?? [];
234
+ }
235
+ const xrCam = this.context.xrCamera;
236
+ if (this.context.isInXR && xrCam instanceof ArrayCamera && xrCam.cameras.length > 0) {
237
+ rc.setFromCamera(mp, xrCam.cameras[0] as PerspectiveCamera);
238
+ }
239
+ else {
240
+ rc.setFromCamera(mp, cam);
241
+ }
242
+ }
243
+ let targets = options.targets;
244
+ if (!targets) {
245
+ targets = this.targetBuffer;
246
+ targets.length = 1;
247
+ targets[0] = this.context.scene;
248
+ }
249
+ let results = options.results;
250
+ if (this.defaultRaycastOptions.results)
251
+ this.defaultRaycastOptions.results.length = 0;
252
+ if (!results) {
253
+ if (!this.defaultRaycastOptions.results)
254
+ this.defaultRaycastOptions.results = new Array<Intersection>();
255
+ results = this.defaultRaycastOptions.results;
256
+ }
257
+
258
+ // layermask
259
+ // https://github.com/mrdoob/js/blob/master/src/core/Layers.js
260
+ if (options.layerMask !== undefined) {
261
+ if (options.layerMask instanceof Layers)
262
+ rc.layers.mask = options.layerMask.mask;
263
+ else
264
+ rc.layers.mask = options.layerMask;
265
+ }
266
+ else {
267
+ rc.layers.enableAll();
268
+ rc.layers.disable(2);
269
+ }
270
+
271
+ if (debugPhysics) {
272
+ // Gizmos.DrawRay(rc.ray.origin, rc.ray.direction, 0xff0000, .2);
273
+ console.time("raycast");
274
+ }
275
+
276
+ // shoot
277
+ results.length = 0;
278
+ Physics._raycasting++;
279
+ this.intersect(this.raycaster, targets, results, options);
280
+ results.sort((a, b) => a.distance - b.distance);
281
+
282
+ // TODO: instead of doing this we should temporerly set these objects to layer 2 during raycasting
283
+ const ignorelist = options.ignore;
284
+ if (ignorelist !== undefined && ignorelist.length > 0) {
285
+ results = results.filter(r => !ignorelist.includes(r.object));
286
+ }
287
+
288
+ Physics._raycasting--;
289
+
290
+ if (debugPhysics) {
291
+ console.timeEnd("raycast");
292
+ console.warn("#" + this.context.time.frame + ", hits:", (results?.length ? [...results] : "nothing"));
293
+ performance.mark('raycast.end');
294
+ performance.measure('raycast', 'raycast.start', 'raycast.end');
295
+ }
296
+
297
+ return results;
298
+ }
299
+
300
+ private intersect(raycaster: Raycaster, objects: Object3D[], results: Intersection[], options: IRaycastOptions) {
301
+ for (const obj of objects) {
302
+
303
+ // handle case where null or undefined object is in the scene
304
+ if (!obj) continue;
305
+ // dont raycast invisible objects
306
+ if (obj.visible === false) continue;
307
+
308
+ if (Gizmos.isGizmo(obj)) continue;
309
+
310
+ // dont raycast object if it's a line and the line threshold is < 0
311
+ if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
312
+ if (obj instanceof Line) {
313
+ continue;
314
+ }
315
+ }
316
+
317
+ let shouldIntersectObject = true;
318
+ const mesh = obj as Mesh | SkinnedMesh;
319
+ const geo = mesh.geometry;
320
+
321
+ // We need to run this first because of "EventSystem.testObject" implementation
322
+ if (options.testObject) {
323
+ const testResult = options.testObject?.(obj);
324
+ if (testResult === false) {
325
+ continue;
326
+ }
327
+ else if (testResult === "continue in children") {
328
+ shouldIntersectObject = false;
329
+ }
330
+ }
331
+
332
+ if (shouldIntersectObject) {
333
+ if (!geo) {
334
+ shouldIntersectObject = false;
335
+ }
336
+ // check if the geometry is valid
337
+ else if (!canRaycastGeometry(geo)) {
338
+ shouldIntersectObject = false;
339
+ }
340
+ }
341
+
342
+
343
+ if (shouldIntersectObject) {
344
+ const raycastMesh = getRaycastMesh(obj);
345
+ if (raycastMesh) mesh.geometry = raycastMesh as any;
346
+ const lastResultsCount = results.length;
347
+
348
+ let usePrecise = true;
349
+ if (options.precise === false) usePrecise = false;
350
+ usePrecise ||= geo.getAttribute("position")?.array?.length < 64;
351
+ if (mesh instanceof GroundedSkybox) {
352
+ usePrecise = false;
353
+ }
354
+
355
+ if (!usePrecise && customRaycast(mesh, raycaster, results)) {
356
+ // did handle raycast
357
+ }
358
+ else if (options.useAcceleratedRaycast !== false) {
359
+ NEMeshBVH.runMeshBVHRaycast(raycaster, mesh, results, this.context);
360
+ }
361
+ else {
362
+ raycaster.intersectObject(mesh, false, results);
363
+ }
364
+
365
+ if (debugPhysics && results.length != lastResultsCount) {
366
+ const latestResult = results[results.length - 1];
367
+ const col = raycastMesh ? 0x88dd55 : 0x770000;
368
+ Gizmos.DrawWireSphere(latestResult.point, .1, col, 1, false);
369
+ Gizmos.DrawWireMesh({ mesh: obj as Mesh, depthTest: false, duration: .2, color: col });
370
+ }
371
+ mesh.geometry = geo;
372
+ }
373
+
374
+ if (options.recursive !== false) {
375
+ this.intersect(raycaster, obj.children, results, options);
376
+ }
377
+ }
378
+ return results;
379
+ }
380
+
381
+ private tempBoundingBox: Box3 = new Box3();
382
+ private intersectSphere(obj: Object3D, spherePos: Vector3, radius: number, mask: Layers, results: Array<Intersection>, traverseChildsAfterHit: boolean, useBvh: boolean, shouldRaycast: RaycastTestObjectCallback | null): void {
383
+
384
+ let shouldIntersectObject = obj && (obj as Mesh).isMesh && obj.layers.test(mask) && !Gizmos.isGizmo(obj);
385
+
386
+ shouldIntersectObject &&= obj.visible;
387
+ shouldIntersectObject &&= !(obj instanceof Line);
388
+ shouldIntersectObject &&= !(obj instanceof GroundedSkybox);
389
+
390
+ const mesh = obj as Mesh;
391
+ const geo = mesh.geometry;
392
+
393
+ if (shouldIntersectObject && shouldRaycast) {
394
+ const testResult = shouldRaycast(obj);
395
+ if (testResult === false) {
396
+ return;
397
+ }
398
+ else if (testResult === "continue in children") {
399
+ shouldIntersectObject = false;
400
+ }
401
+ }
402
+
403
+ // check if geometry exists
404
+ if (!geo) {
405
+ shouldIntersectObject = false;
406
+ }
407
+ // check if the geometry is valid
408
+ else if (!canRaycastGeometry(geo)) {
409
+ shouldIntersectObject = false;
410
+ }
411
+
412
+
413
+ if (shouldIntersectObject) {
414
+ if (useBvh) {
415
+ const sphere = this.sphere;
416
+ sphere.center.copy(spherePos);
417
+ sphere.radius = radius;
418
+ const previousResults = results.length;
419
+ NEMeshBVH.runMeshBVHRaycast(this.sphere, mesh, results, this.context);
420
+ if (previousResults != results.length && !traverseChildsAfterHit) {
421
+ return;
422
+ }
423
+ }
424
+ // Classic sphere intersection test
425
+ else {
426
+ if (!geo.boundingBox)
427
+ geo.computeBoundingBox();
428
+
429
+ if (geo.boundingBox) {
430
+ if (mesh.matrixWorldNeedsUpdate) mesh.updateWorldMatrix(false, false);
431
+ const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
432
+ const sphere = this.sphere;
433
+ sphere.center.copy(spherePos);
434
+ sphere.radius = radius;
435
+
436
+ if (sphere.intersectsBox(test)) {
437
+ const wp = getWorldPosition(obj);
438
+ const dist = wp.distanceTo(sphere.center);
439
+ const int = new SphereIntersection(obj, dist, wp);
440
+ results.push(int);
441
+ if (!traverseChildsAfterHit) return;
442
+ }
443
+ }
444
+ }
445
+ }
446
+
447
+
448
+ if (obj.children) {
449
+ for (const ch of obj.children) {
450
+ const len = results.length;
451
+ this.intersectSphere(ch, spherePos, radius, mask, results, traverseChildsAfterHit, useBvh, shouldRaycast);
452
+ if (len != results.length && !traverseChildsAfterHit) return;
453
+ }
454
+ }
455
+ }
456
+ }
457
+
458
+ /**
459
+ * See https://linear.app/needle/issue/NE-5524
460
+ * @returns true if the geometry can be raycasted
461
+ */
462
+ function canRaycastGeometry(geo: BufferGeometry): boolean {
463
+ // if the geometry has an index buffer but no indices, we can't raycast
464
+ if (geo.index && geo.index.array.length < 3) return false;
465
+ // we might want to test if the geometry has a position buffer
466
+ return true;
467
+ }
468
+
469
+
470
+ const tempSphere = new Sphere();
471
+ const tempPlane = new Plane();
472
+ const normalUpMatrix = new Matrix3();
473
+
474
+ /**
475
+ * @returns false if custom raycasting can not run, otherwise true
476
+ */
477
+ function customRaycast(mesh: Mesh, raycaster: Raycaster, results: Intersection[]): boolean {
478
+ const originalComputeIntersectionsFn = mesh["_computeIntersections"];
479
+ if (!originalComputeIntersectionsFn) {
480
+ return false;
481
+ }
482
+
483
+ // compute custom intersection, check if a custom method already exists
484
+ let computeCustomIntersectionFn = mesh["_computeIntersections:Needle"];
485
+ if (!computeCustomIntersectionFn) {
486
+ // create and bind a custom method once to the mesh object
487
+ // TODO: maybe we want to add this to the prototype instead
488
+ computeCustomIntersectionFn = mesh["_computeIntersections:Needle"] = function (raycaster: Raycaster, intersects: Intersection[], _rayLocalSpace: Ray) {
489
+ const self = this as Mesh;
490
+ const boundingSphere = self.geometry.boundingSphere;
491
+ if (boundingSphere) {
492
+
493
+ if (self instanceof GroundedSkybox) {
494
+ tempPlane.setFromNormalAndCoplanarPoint(getTempVector(0, 1, 0), getTempVector(0, -self.position.y, 0));
495
+ tempPlane.applyMatrix4(self.matrixWorld, normalUpMatrix);
496
+ const point = raycaster.ray.intersectPlane(tempPlane, getTempVector());
497
+ if (point) {
498
+ tempSphere.copy(boundingSphere);
499
+ tempSphere.applyMatrix4(self.matrixWorld);
500
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
501
+ const distance = dir.length();
502
+ const groundProjectionFloorRadius = tempSphere.radius * .5;
503
+ if (distance < groundProjectionFloorRadius) // make sure we're inside the sphere
504
+ intersects.push({ distance: distance, point, object: self, normal: tempPlane.normal.clone() });
505
+ }
506
+ return;
507
+ }
508
+
509
+ tempSphere.copy(boundingSphere);
510
+ tempSphere.applyMatrix4(self.matrixWorld);
511
+ const point = raycaster.ray.intersectSphere(tempSphere, getTempVector());
512
+ if (point) {
513
+ const dir = getTempVector(point).sub(raycaster.ray.origin);
514
+ const distance = dir.length();
515
+ // Ignore hits when we're inside the sphere
516
+ if (distance > tempSphere.radius) {
517
+ const normal = dir.clone().normalize();
518
+ intersects.push({ distance: distance, point, object: self, normal });
519
+ }
520
+ }
521
+ }
522
+ }
523
+ }
524
+ mesh["_computeIntersections"] = computeCustomIntersectionFn;
525
+ raycaster.intersectObject(mesh, false, results);
526
+ mesh["_computeIntersections"] = originalComputeIntersectionsFn;
527
+ return true;
528
+ }
529
+
530
+
531
+
532
+ declare module 'three' {
533
+ interface SkinnedMesh {
534
+ staticGenerator?: StaticGeometryGenerator;
535
+ staticGeometry?: BufferGeometry;
536
+ staticGeometryLastUpdate?: number;
537
+ }
538
+ interface Mesh {
539
+ acceleratedRaycast?: any;
540
+ }
541
+ export interface SkinnedMesh {
542
+ autoUpdateMeshBVH?: boolean;
543
+ bvhNeedsUpdate?: boolean;
544
+ }
545
+ }
546
+
547
+
548
+
549
+ namespace NEMeshBVH {
550
+ export function runMeshBVHRaycast(method: Raycaster | Sphere, mesh: Mesh, results: Intersection[], context: Pick<Context, "xr">): boolean {
551
+ if (!mesh.geometry) {
552
+ return false;
553
+ }
554
+ // Completely prevent raycasting on object that has no position
555
+ if (!mesh.geometry.hasAttribute('position')) {
556
+ return false;
557
+ }
558
+ // The code below handles generating the mesh bvh structure that is used for raycasting
559
+ // We first try to setup workers so it can run off the main thread
560
+ const geom = mesh.geometry;
561
+
562
+ if ((mesh as SkinnedMesh)?.isSkinnedMesh) {
563
+ const skinnedMesh = mesh as SkinnedMesh;
564
+ const skinnedMeshBVHNeedsUpdate = skinnedMesh.bvhNeedsUpdate;
565
+ if (!skinnedMesh.staticGenerator) {
566
+ loadMeshBVHLibrary();
567
+ if (_StaticGeometryGenerator) {
568
+ skinnedMesh.staticGenerator = new _StaticGeometryGenerator(mesh);
569
+ skinnedMesh.staticGenerator.applyWorldTransforms = false;
570
+ skinnedMesh.staticGeometry = skinnedMesh.staticGenerator.generate();
571
+ geom.boundsTree = _computeBoundsTree?.call(skinnedMesh.staticGeometry);
572
+ skinnedMesh.staticGeometryLastUpdate = performance.now() + Math.random() * 200;
573
+ if (skinnedMesh.autoUpdateMeshBVH === undefined)
574
+ skinnedMesh.autoUpdateMeshBVH = false;
575
+ }
576
+ }
577
+ else if (geom.boundsTree && (skinnedMesh.autoUpdateMeshBVH === true || skinnedMeshBVHNeedsUpdate === true)) {
578
+ // automatically refit the tree every 300ms
579
+ const now = performance.now();
580
+ const timeSinceLastUpdate = now - skinnedMesh.staticGeometryLastUpdate!;
581
+ if (skinnedMeshBVHNeedsUpdate || timeSinceLastUpdate > 100) {
582
+ skinnedMesh.bvhNeedsUpdate = false;
583
+ skinnedMesh.staticGeometryLastUpdate = now;
584
+ skinnedMesh.staticGenerator?.generate(skinnedMesh.staticGeometry);
585
+ geom.boundsTree.refit();
586
+ }
587
+ }
588
+ }
589
+
590
+ else if (!geom.boundsTree) {
591
+
592
+ // Try to generate the bvh on a worker
593
+ if (!didSetupWorker) internalSetupWorker();
594
+
595
+ let canUseWorker = true;
596
+
597
+ if (context.xr) { // < in XR for some reason sometimes geometry (controllers) are broken - maybe this is not exclusive to controller geometry
598
+ canUseWorker = false;
599
+ }
600
+ else if (geom[canUseWorkerSymbol] === false) {
601
+ canUseWorker = false;
602
+ }
603
+ else if (geom.getAttribute('position')?.["isInterleavedBufferAttribute"]
604
+ || geom.index && geom.index?.["isInterleavedBufferAttribute"]) {
605
+ canUseWorker = false;
606
+ }
607
+
608
+ // if we have a worker use that
609
+ if (canUseWorker && _GenerateMeshBVHWorker) {
610
+ if (geom[workerTaskSymbol] === undefined) {
611
+
612
+ // get available worker
613
+ let workerInstance: GenerateMeshBVHWorker | null = null;
614
+ // if there are workers available, use one
615
+ if (availableWorkers.length > 0) {
616
+ const available = availableWorkers.shift();
617
+ if (available && !available.running) {
618
+ workerInstance = available;
619
+ }
620
+ }
621
+ // if there are no workers available, create a new one
622
+ if (!workerInstance && workerInstances.length < 3) {
623
+ workerInstance = new _GenerateMeshBVHWorker();
624
+ workerInstances.push(workerInstance);
625
+ }
626
+
627
+ if (workerInstance != null && !workerInstance.running) {
628
+ const name = mesh.name;
629
+ if (debugPhysics) console.log("<<<< worker start", name, workerInstance);
630
+ geom[workerTaskSymbol] = "queued";
631
+ performance.mark("bvh.create.start");
632
+ // If we don't clone the buffer geometry here we will get a "Transferable ArrayBuffer" error
633
+ // see https://linear.app/needle/issue/NE-5602
634
+ // Additionally normal raycasts stop working if we don't clone the geometry
635
+ const copy = geom.clone();
636
+ try {
637
+ workerInstance.generate(copy)
638
+ .then(bvh => {
639
+ geom[workerTaskSymbol] = "done";
640
+ geom.boundsTree = bvh;
641
+ })
642
+ .catch(err => {
643
+ geom[workerTaskSymbol] = "failed - " + err?.message;
644
+ geom[canUseWorkerSymbol] = false;
645
+ if (debugPhysics) console.error("Failed to generate mesh bvh on worker", err);
646
+ })
647
+ .finally(() => {
648
+ if (debugPhysics) console.log(">>>>> worker done", name, { hasBoundsTre: geom.boundsTree != undefined });
649
+ availableWorkers.push(workerInstance);
650
+ copy.dispose();
651
+ performance.mark("bvh.create.end");
652
+ performance.measure("bvh.create (worker)", "bvh.create.start", "bvh.create.end");
653
+ });
654
+ }
655
+ catch (err) {
656
+ console.error("Failed to generate mesh bvh on worker", err);
657
+ }
658
+ }
659
+ else {
660
+ // we don't want to generate the BVH on the main thread unless workers are not supported
661
+ // If all workers are currently running we need to run a "slow" raycast
662
+ if (debugPhysics) console.warn("No worker available");
663
+ }
664
+ }
665
+ }
666
+ // Fallback to sync bvh generation if workers are not available
667
+ else if (!isRequestingWorker || !canUseWorker) {
668
+ loadMeshBVHLibrary();
669
+ if (_MeshBVH) {
670
+ performance.mark("bvh.create.start");
671
+ geom.boundsTree = new _MeshBVH(geom as BufferGeometry);
672
+ performance.mark("bvh.create.end");
673
+ performance.measure("bvh.create", "bvh.create.start", "bvh.create.end");
674
+ }
675
+ }
676
+ }
677
+
678
+ if (method instanceof Raycaster) {
679
+ const raycaster = method;
680
+ // Skinned meshes work when we disable applyWorldTransform in the generator (see applyWorldTransforms = false above)
681
+ // We do need to set the accelerated raycast method (bind it once)
682
+ // We could also override it on the prototype - not sure if it's more performant but then it would always run
683
+ const raycastMesh = mesh.raycast;
684
+ if (geom.boundsTree) {
685
+ loadMeshBVHLibrary();
686
+ if (_acceleratedRaycast) {
687
+ // bind the raycast to the mesh
688
+ if (!mesh.acceleratedRaycast) {
689
+ mesh.acceleratedRaycast = _acceleratedRaycast.bind(mesh) as any;
690
+ if (debugPhysics) console.debug(`Physics: bind acceleratedRaycast fn to \"${mesh.name}\"`);
691
+ }
692
+ mesh.raycast = mesh.acceleratedRaycast;
693
+ }
694
+ }
695
+ else {
696
+ if (debugPhysics) console.warn("No bounds tree found for mesh", mesh.name, { workerTask: geom[workerTaskSymbol], hasAcceleratedRaycast: _acceleratedRaycast != null });
697
+ }
698
+ const prevFirstHitOnly = raycaster.firstHitOnly;
699
+ raycaster.firstHitOnly = false;
700
+ raycaster.intersectObject(mesh, false, results);
701
+ raycaster.firstHitOnly = prevFirstHitOnly;
702
+ mesh.raycast = raycastMesh;
703
+ return true;
704
+ }
705
+ else if (method instanceof Sphere) {
706
+ const bvh = geom.boundsTree;
707
+ if (bvh) {
708
+ const sphere = method;
709
+ // Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0xdddd00, 1, false);
710
+
711
+ invMat.copy(mesh.matrixWorld).invert();
712
+ sphere.applyMatrix4(invMat);
713
+ const intersects = bvh.intersectsSphere(sphere);
714
+ if (intersects) {
715
+ // console.log(intersects, mesh.name);
716
+ const worldpos = getWorldPosition(mesh);
717
+ const distance = worldpos.distanceTo(sphere.center);
718
+ const intersection = new SphereIntersection(mesh, distance, worldpos);
719
+ results.push(intersection);
720
+ }
721
+ }
722
+ return true;
723
+ }
724
+
725
+
726
+ return false;
727
+ }
728
+
729
+ let didLoadMeshBVHLibrary: boolean = false;
730
+ let _acceleratedRaycast: Function | null = null;
731
+ let _MeshBVH: ConstructorConcrete<MeshBVH> | null = null;
732
+ let _StaticGeometryGenerator: ConstructorConcrete<StaticGeometryGenerator> | null = null;
733
+ let _computeBoundsTree: ((_opt?: MeshBVHOptions) => MeshBVH) | null = null;
734
+
735
+ function loadMeshBVHLibrary() {
736
+ if (didLoadMeshBVHLibrary) return;
737
+ didLoadMeshBVHLibrary = true;
738
+ import("three-mesh-bvh").then(res => {
739
+ _acceleratedRaycast = res.acceleratedRaycast;
740
+ _MeshBVH = res.MeshBVH;
741
+ _StaticGeometryGenerator = res.StaticGeometryGenerator;
742
+ _computeBoundsTree = res.computeBoundsTree;
743
+ }).catch(_err => {
744
+ if (debugPhysics || isDevEnvironment()) {
745
+ console.error("Failed to load BVH library...", _err.message);
746
+ }
747
+ })
748
+ }
749
+
750
+
751
+ const invMat = new Matrix4();
752
+
753
+ /** True after the worker has been requested for the first time */
754
+ let didSetupWorker: boolean = false;
755
+ /** True while the worker is being requested */
756
+ let isRequestingWorker: boolean = false;
757
+ let _GenerateMeshBVHWorker: ConstructorConcrete<GenerateMeshBVHWorker> | null = null;
758
+
759
+ const workerTaskSymbol = Symbol("Needle:MeshBVH-Worker");
760
+ const canUseWorkerSymbol = Symbol("Needle:MeshBVH-CanUseWorker");
761
+ const workerInstances: GenerateMeshBVHWorker[] = [];
762
+ const availableWorkers: GenerateMeshBVHWorker[] = [];
763
+
764
+ function internalSetupWorker() {
765
+ didSetupWorker = true;
766
+ isRequestingWorker = true;
767
+ // Using local worker. see https://github.com/gkjohnson/three-mesh-bvh/issues/636#issuecomment-2209571751
768
+ import("./physics/workers/mesh-bvh/GenerateMeshBVHWorker.js")
769
+ .then(res => {
770
+ _GenerateMeshBVHWorker = res.GenerateMeshBVHWorker;
771
+ })
772
+ .catch(_err => {
773
+ if (debugPhysics || isDevEnvironment()) {
774
+ console.warn("Failed to setup mesh bvh worker");
775
+ }
776
+ })
777
+ .finally(() => {
778
+ isRequestingWorker = false;
779
+ });
780
+ }
781
+
782
+
783
+ }