@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
@@ -1,375 +1,375 @@
1
- import { BufferGeometry, Group, Mesh, Object3D, Vector3 } from "three"
2
-
3
- import { isDevEnvironment } from "../engine/debug/index.js";
4
- import { addComponent } from "../engine/engine_components.js";
5
- import { Gizmos } from "../engine/engine_gizmos.js";
6
- import type { PhysicsMaterial } from "../engine/engine_physics.types.js";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
- import { getBoundingBox } from "../engine/engine_three_utils.js";
9
- import type { IBoxCollider, ICollider, ISphereCollider } from "../engine/engine_types.js";
10
- import { validate } from "../engine/engine_util_decorator.js";
11
- import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
12
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
13
- import { Behaviour } from "./Component.js";
14
- import { Rigidbody } from "./RigidBody.js";
15
-
16
- /**
17
- * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
18
- * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
19
- * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
20
- * @category Physics
21
- * @group Components
22
- */
23
- export class Collider extends Behaviour implements ICollider {
24
-
25
- /**
26
- * Identifies this component as a collider.
27
- * @internal
28
- */
29
- get isCollider(): any {
30
- return true;
31
- }
32
-
33
- /**
34
- * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
- */
36
- @serializable(Rigidbody)
37
- attachedRigidbody: Rigidbody | null = null;
38
-
39
- /**
40
- * When `true` the collider will not be used for collision detection but will still trigger events.
41
- * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
42
- */
43
- @serializable()
44
- isTrigger: boolean = false;
45
-
46
- /**
47
- * The physics material that defines physical properties of the collider such as friction and bounciness.
48
- */
49
- @serializable()
50
- sharedMaterial?: PhysicsMaterial;
51
-
52
- /**
53
- * The layers that this collider belongs to. Used for filtering collision detection.
54
- * @default [0]
55
- */
56
- @serializable()
57
- membership: number[] = [0];
58
-
59
- /**
60
- * The layers that this collider will interact with. Used for filtering collision detection.
61
- */
62
- @serializable()
63
- filter?: number[];
64
-
65
- /** @internal */
66
- awake() {
67
- super.awake();
68
- if (!this.attachedRigidbody)
69
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
70
- }
71
- /** @internal */
72
- start() {
73
- if (!this.attachedRigidbody)
74
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
75
- }
76
- /** @internal */
77
- onEnable() {
78
- // a rigidbody is not assigned if we export an asset
79
- if (!this.attachedRigidbody)
80
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
81
- }
82
- /** @internal */
83
- onDisable() {
84
- this.context.physics.engine?.removeBody(this);
85
- }
86
-
87
- /**
88
- * Returns the underlying physics body from the physics engine.
89
- * Only available if the component is enabled and active in the scene.
90
- */
91
- get body() {
92
- return this.context.physics.engine?.getBody(this);
93
- }
94
-
95
- /**
96
- * Updates the collider's properties in the physics engine.
97
- * Use this when you've changed collider properties and need to sync with the physics engine.
98
- */
99
- updateProperties = () => {
100
- this.context.physics.engine?.updateProperties(this);
101
- }
102
-
103
- /**
104
- * Updates the physics material in the physics engine.
105
- * Call this after changing the sharedMaterial property.
106
- */
107
- updatePhysicsMaterial() {
108
- this.context.physics.engine?.updatePhysicsMaterial(this);
109
- }
110
- }
111
-
112
- /**
113
- * SphereCollider represents a sphere-shaped collision volume.
114
- * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
115
- * @category Physics
116
- * @group Components
117
- */
118
- export class SphereCollider extends Collider implements ISphereCollider {
119
-
120
- /**
121
- * The radius of the sphere collider.
122
- */
123
- @validate()
124
- @serializable()
125
- radius: number = .5;
126
-
127
- /**
128
- * The center position of the sphere collider relative to the transform's position.
129
- */
130
- @serializable(Vector3)
131
- center: Vector3 = new Vector3(0, 0, 0);
132
-
133
- /**
134
- * Registers the sphere collider with the physics engine and sets up scale change monitoring.
135
- */
136
- onEnable() {
137
- super.onEnable();
138
- this.context.physics.engine?.addSphereCollider(this);
139
- watchWrite(this.gameObject.scale, this.updateProperties);
140
- }
141
-
142
- /**
143
- * Removes scale change monitoring when the collider is disabled.
144
- */
145
- onDisable(): void {
146
- super.onDisable();
147
- unwatchWrite(this.gameObject.scale, this.updateProperties);
148
- }
149
-
150
- /**
151
- * Updates collider properties when validated in the editor or inspector.
152
- */
153
- onValidate(): void {
154
- this.updateProperties();
155
- }
156
- }
157
-
158
- /**
159
- * BoxCollider represents a box-shaped collision volume.
160
- * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
161
- * @category Physics
162
- * @group Components
163
- */
164
- export class BoxCollider extends Collider implements IBoxCollider {
165
-
166
- /**
167
- * Creates and adds a BoxCollider to the given object.
168
- * @param obj The object to add the collider to
169
- * @param opts Configuration options for the collider and optional rigidbody
170
- * @returns The newly created BoxCollider
171
- */
172
- static add(obj: Mesh | Object3D, opts?: { rigidbody: boolean, debug?: boolean }) {
173
- const collider = addComponent(obj, BoxCollider);
174
- collider.autoFit();
175
-
176
- if (opts?.rigidbody === true) {
177
- addComponent(obj, Rigidbody, { isKinematic: false });
178
- }
179
- return collider;
180
- }
181
-
182
- /**
183
- * The size of the box collider along each axis.
184
- */
185
- @validate()
186
- @serializable(Vector3)
187
- size: Vector3 = new Vector3(1, 1, 1);
188
-
189
- /**
190
- * The center position of the box collider relative to the transform's position.
191
- */
192
- @serializable(Vector3)
193
- center: Vector3 = new Vector3(0, 0, 0);
194
-
195
- /**
196
- * Registers the box collider with the physics engine and sets up scale change monitoring.
197
- * @internal
198
- */
199
- onEnable() {
200
- super.onEnable();
201
- this.context.physics.engine?.addBoxCollider(this, this.size);
202
- watchWrite(this.gameObject.scale, this.updateProperties);
203
- }
204
-
205
- /**
206
- * Removes scale change monitoring when the collider is disabled.
207
- * @internal
208
- */
209
- onDisable(): void {
210
- super.onDisable();
211
- unwatchWrite(this.gameObject.scale, this.updateProperties);
212
- }
213
-
214
- /**
215
- * Updates collider properties when validated in the editor or inspector.
216
- * @internal
217
- */
218
- onValidate(): void {
219
- this.updateProperties();
220
- }
221
-
222
- /**
223
- * Automatically fits the collider to the geometry of the object.
224
- * Sets the size and center based on the object's bounding box.
225
- * @param opts Options object with a debug flag to visualize the bounding box
226
- */
227
- autoFit(opts?: { debug?: boolean }) {
228
- const obj = this.gameObject;
229
-
230
- // we need to transform the object into identity
231
- // because the physics collider will correctly apple the object's transform again
232
- // if we don't do it here we will have the transform applied twice
233
- const originalPosition = obj.position.clone();
234
- const originalQuaternion = obj.quaternion.clone();
235
- const originalScale = obj.scale.clone();
236
- const originalParent = obj.parent;
237
- obj.position.set(0, 0, 0);
238
- obj.quaternion.set(0, 0, 0, 1);
239
- obj.scale.set(1, 1, 1);
240
- obj.parent = null;
241
- obj.updateMatrix();
242
- const bb = getBoundingBox([obj]);
243
- obj.position.copy(originalPosition);
244
- obj.quaternion.copy(originalQuaternion);
245
- obj.scale.copy(originalScale);
246
- obj.parent = originalParent;
247
-
248
- if (opts?.debug === true) Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
249
-
250
- // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
251
- // const bb = obj.geometry.boundingBox!;
252
- this.size = bb!.getSize(new Vector3()) || new Vector3(1, 1, 1);
253
- this.center = bb!.getCenter(new Vector3()) || new Vector3(0, 0, 0);
254
- if (this.size.length() <= 0) {
255
- this.size.set(0.01, 0.01, 0.01);
256
- }
257
- }
258
- }
259
-
260
- /**
261
- * MeshCollider creates a collision shape from a mesh geometry.
262
- * Allows for complex collision shapes that match the exact geometry of an object.
263
- * @category Physics
264
- * @group Components
265
- */
266
- export class MeshCollider extends Collider {
267
-
268
- /**
269
- * The mesh that is used to create the collision shape.
270
- * If not set, the collider will try to use the mesh of the object it's attached to.
271
- */
272
- @serializable(Mesh)
273
- sharedMesh?: Mesh;
274
-
275
- /**
276
- * When `true` the collider is treated as a solid object without holes.
277
- * Set to `false` if you want this mesh collider to be able to contain other objects.
278
- */
279
- @serializable()
280
- convex: boolean = false;
281
-
282
- /**
283
- * Creates and registers the mesh collider with the physics engine.
284
- * Handles both individual meshes and mesh groups.
285
- */
286
- onEnable() {
287
- super.onEnable();
288
- if (!this.context.physics.engine) return;
289
-
290
- if (!this.sharedMesh?.isMesh) {
291
- // HACK using the renderer mesh
292
- if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
293
- // We're passing a group in here as well, the code below handles that correctly
294
- this.sharedMesh = this.gameObject as Mesh;
295
- }
296
- }
297
-
298
- const LOD = 0;
299
-
300
- if (this.sharedMesh?.isMesh) {
301
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
302
- NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
303
- if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
304
- this.context.physics.engine.removeBody(this);
305
- this.sharedMesh.geometry = res;
306
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
307
- }
308
- })
309
- }
310
- else {
311
- const group = this.sharedMesh as any as Group;
312
- if (group?.isGroup) {
313
- console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
314
- const promises = new Array<Promise<BufferGeometry | null>>();
315
- for (const ch in group.children) {
316
- const child = group.children[ch] as Mesh;
317
- if (child.isMesh) {
318
- this.context.physics.engine.addMeshCollider(this, child, this.convex);
319
- promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
320
- }
321
- }
322
- Promise.all(promises).then(res => {
323
- if (res.some(r => r) == false) return;
324
- this.context.physics.engine?.removeBody(this);
325
- const mesh = new Mesh();
326
- for (const r of res) {
327
- if (r && this.activeAndEnabled) {
328
- mesh.geometry = r;
329
- this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
330
- }
331
- }
332
- });
333
- }
334
- else {
335
- if (isDevEnvironment() || getParam("showcolliders")) {
336
- console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
337
- }
338
- }
339
- }
340
- }
341
- }
342
-
343
- /**
344
- * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
345
- * Ideal for character controllers and objects that need a rounded collision shape.
346
- * @category Physics
347
- * @group Components
348
- */
349
- export class CapsuleCollider extends Collider {
350
- /**
351
- * The center position of the capsule collider relative to the transform's position.
352
- */
353
- @serializable(Vector3)
354
- center: Vector3 = new Vector3(0, 0, 0);
355
-
356
- /**
357
- * The radius of the capsule's cylindrical body and hemispherical ends.
358
- */
359
- @serializable()
360
- radius: number = .5;
361
-
362
- /**
363
- * The total height of the capsule including both hemispherical ends.
364
- */
365
- @serializable()
366
- height: number = 2;
367
-
368
- /**
369
- * Registers the capsule collider with the physics engine.
370
- */
371
- onEnable() {
372
- super.onEnable();
373
- this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
374
- }
1
+ import { BufferGeometry, Group, Mesh, Object3D, Vector3 } from "three"
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { addComponent } from "../engine/engine_components.js";
5
+ import { Gizmos } from "../engine/engine_gizmos.js";
6
+ import type { PhysicsMaterial } from "../engine/engine_physics.types.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { getBoundingBox } from "../engine/engine_three_utils.js";
9
+ import type { IBoxCollider, ICollider, ISphereCollider } from "../engine/engine_types.js";
10
+ import { validate } from "../engine/engine_util_decorator.js";
11
+ import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
12
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
13
+ import { Behaviour } from "./Component.js";
14
+ import { Rigidbody } from "./RigidBody.js";
15
+
16
+ /**
17
+ * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
18
+ * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
19
+ * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
20
+ * @category Physics
21
+ * @group Components
22
+ */
23
+ export class Collider extends Behaviour implements ICollider {
24
+
25
+ /**
26
+ * Identifies this component as a collider.
27
+ * @internal
28
+ */
29
+ get isCollider(): any {
30
+ return true;
31
+ }
32
+
33
+ /**
34
+ * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
+ */
36
+ @serializable(Rigidbody)
37
+ attachedRigidbody: Rigidbody | null = null;
38
+
39
+ /**
40
+ * When `true` the collider will not be used for collision detection but will still trigger events.
41
+ * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
42
+ */
43
+ @serializable()
44
+ isTrigger: boolean = false;
45
+
46
+ /**
47
+ * The physics material that defines physical properties of the collider such as friction and bounciness.
48
+ */
49
+ @serializable()
50
+ sharedMaterial?: PhysicsMaterial;
51
+
52
+ /**
53
+ * The layers that this collider belongs to. Used for filtering collision detection.
54
+ * @default [0]
55
+ */
56
+ @serializable()
57
+ membership: number[] = [0];
58
+
59
+ /**
60
+ * The layers that this collider will interact with. Used for filtering collision detection.
61
+ */
62
+ @serializable()
63
+ filter?: number[];
64
+
65
+ /** @internal */
66
+ awake() {
67
+ super.awake();
68
+ if (!this.attachedRigidbody)
69
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
70
+ }
71
+ /** @internal */
72
+ start() {
73
+ if (!this.attachedRigidbody)
74
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
75
+ }
76
+ /** @internal */
77
+ onEnable() {
78
+ // a rigidbody is not assigned if we export an asset
79
+ if (!this.attachedRigidbody)
80
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
81
+ }
82
+ /** @internal */
83
+ onDisable() {
84
+ this.context.physics.engine?.removeBody(this);
85
+ }
86
+
87
+ /**
88
+ * Returns the underlying physics body from the physics engine.
89
+ * Only available if the component is enabled and active in the scene.
90
+ */
91
+ get body() {
92
+ return this.context.physics.engine?.getBody(this);
93
+ }
94
+
95
+ /**
96
+ * Updates the collider's properties in the physics engine.
97
+ * Use this when you've changed collider properties and need to sync with the physics engine.
98
+ */
99
+ updateProperties = () => {
100
+ this.context.physics.engine?.updateProperties(this);
101
+ }
102
+
103
+ /**
104
+ * Updates the physics material in the physics engine.
105
+ * Call this after changing the sharedMaterial property.
106
+ */
107
+ updatePhysicsMaterial() {
108
+ this.context.physics.engine?.updatePhysicsMaterial(this);
109
+ }
110
+ }
111
+
112
+ /**
113
+ * SphereCollider represents a sphere-shaped collision volume.
114
+ * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
115
+ * @category Physics
116
+ * @group Components
117
+ */
118
+ export class SphereCollider extends Collider implements ISphereCollider {
119
+
120
+ /**
121
+ * The radius of the sphere collider.
122
+ */
123
+ @validate()
124
+ @serializable()
125
+ radius: number = .5;
126
+
127
+ /**
128
+ * The center position of the sphere collider relative to the transform's position.
129
+ */
130
+ @serializable(Vector3)
131
+ center: Vector3 = new Vector3(0, 0, 0);
132
+
133
+ /**
134
+ * Registers the sphere collider with the physics engine and sets up scale change monitoring.
135
+ */
136
+ onEnable() {
137
+ super.onEnable();
138
+ this.context.physics.engine?.addSphereCollider(this);
139
+ watchWrite(this.gameObject.scale, this.updateProperties);
140
+ }
141
+
142
+ /**
143
+ * Removes scale change monitoring when the collider is disabled.
144
+ */
145
+ onDisable(): void {
146
+ super.onDisable();
147
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
148
+ }
149
+
150
+ /**
151
+ * Updates collider properties when validated in the editor or inspector.
152
+ */
153
+ onValidate(): void {
154
+ this.updateProperties();
155
+ }
156
+ }
157
+
158
+ /**
159
+ * BoxCollider represents a box-shaped collision volume.
160
+ * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
161
+ * @category Physics
162
+ * @group Components
163
+ */
164
+ export class BoxCollider extends Collider implements IBoxCollider {
165
+
166
+ /**
167
+ * Creates and adds a BoxCollider to the given object.
168
+ * @param obj The object to add the collider to
169
+ * @param opts Configuration options for the collider and optional rigidbody
170
+ * @returns The newly created BoxCollider
171
+ */
172
+ static add(obj: Mesh | Object3D, opts?: { rigidbody: boolean, debug?: boolean }) {
173
+ const collider = addComponent(obj, BoxCollider);
174
+ collider.autoFit();
175
+
176
+ if (opts?.rigidbody === true) {
177
+ addComponent(obj, Rigidbody, { isKinematic: false });
178
+ }
179
+ return collider;
180
+ }
181
+
182
+ /**
183
+ * The size of the box collider along each axis.
184
+ */
185
+ @validate()
186
+ @serializable(Vector3)
187
+ size: Vector3 = new Vector3(1, 1, 1);
188
+
189
+ /**
190
+ * The center position of the box collider relative to the transform's position.
191
+ */
192
+ @serializable(Vector3)
193
+ center: Vector3 = new Vector3(0, 0, 0);
194
+
195
+ /**
196
+ * Registers the box collider with the physics engine and sets up scale change monitoring.
197
+ * @internal
198
+ */
199
+ onEnable() {
200
+ super.onEnable();
201
+ this.context.physics.engine?.addBoxCollider(this, this.size);
202
+ watchWrite(this.gameObject.scale, this.updateProperties);
203
+ }
204
+
205
+ /**
206
+ * Removes scale change monitoring when the collider is disabled.
207
+ * @internal
208
+ */
209
+ onDisable(): void {
210
+ super.onDisable();
211
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
212
+ }
213
+
214
+ /**
215
+ * Updates collider properties when validated in the editor or inspector.
216
+ * @internal
217
+ */
218
+ onValidate(): void {
219
+ this.updateProperties();
220
+ }
221
+
222
+ /**
223
+ * Automatically fits the collider to the geometry of the object.
224
+ * Sets the size and center based on the object's bounding box.
225
+ * @param opts Options object with a debug flag to visualize the bounding box
226
+ */
227
+ autoFit(opts?: { debug?: boolean }) {
228
+ const obj = this.gameObject;
229
+
230
+ // we need to transform the object into identity
231
+ // because the physics collider will correctly apple the object's transform again
232
+ // if we don't do it here we will have the transform applied twice
233
+ const originalPosition = obj.position.clone();
234
+ const originalQuaternion = obj.quaternion.clone();
235
+ const originalScale = obj.scale.clone();
236
+ const originalParent = obj.parent;
237
+ obj.position.set(0, 0, 0);
238
+ obj.quaternion.set(0, 0, 0, 1);
239
+ obj.scale.set(1, 1, 1);
240
+ obj.parent = null;
241
+ obj.updateMatrix();
242
+ const bb = getBoundingBox([obj]);
243
+ obj.position.copy(originalPosition);
244
+ obj.quaternion.copy(originalQuaternion);
245
+ obj.scale.copy(originalScale);
246
+ obj.parent = originalParent;
247
+
248
+ if (opts?.debug === true) Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
249
+
250
+ // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
251
+ // const bb = obj.geometry.boundingBox!;
252
+ this.size = bb!.getSize(new Vector3()) || new Vector3(1, 1, 1);
253
+ this.center = bb!.getCenter(new Vector3()) || new Vector3(0, 0, 0);
254
+ if (this.size.length() <= 0) {
255
+ this.size.set(0.01, 0.01, 0.01);
256
+ }
257
+ }
258
+ }
259
+
260
+ /**
261
+ * MeshCollider creates a collision shape from a mesh geometry.
262
+ * Allows for complex collision shapes that match the exact geometry of an object.
263
+ * @category Physics
264
+ * @group Components
265
+ */
266
+ export class MeshCollider extends Collider {
267
+
268
+ /**
269
+ * The mesh that is used to create the collision shape.
270
+ * If not set, the collider will try to use the mesh of the object it's attached to.
271
+ */
272
+ @serializable(Mesh)
273
+ sharedMesh?: Mesh;
274
+
275
+ /**
276
+ * When `true` the collider is treated as a solid object without holes.
277
+ * Set to `false` if you want this mesh collider to be able to contain other objects.
278
+ */
279
+ @serializable()
280
+ convex: boolean = false;
281
+
282
+ /**
283
+ * Creates and registers the mesh collider with the physics engine.
284
+ * Handles both individual meshes and mesh groups.
285
+ */
286
+ onEnable() {
287
+ super.onEnable();
288
+ if (!this.context.physics.engine) return;
289
+
290
+ if (!this.sharedMesh?.isMesh) {
291
+ // HACK using the renderer mesh
292
+ if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
293
+ // We're passing a group in here as well, the code below handles that correctly
294
+ this.sharedMesh = this.gameObject as Mesh;
295
+ }
296
+ }
297
+
298
+ const LOD = 0;
299
+
300
+ if (this.sharedMesh?.isMesh) {
301
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
302
+ NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
303
+ if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
304
+ this.context.physics.engine.removeBody(this);
305
+ this.sharedMesh.geometry = res;
306
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
307
+ }
308
+ })
309
+ }
310
+ else {
311
+ const group = this.sharedMesh as any as Group;
312
+ if (group?.isGroup) {
313
+ console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
314
+ const promises = new Array<Promise<BufferGeometry | null>>();
315
+ for (const ch in group.children) {
316
+ const child = group.children[ch] as Mesh;
317
+ if (child.isMesh) {
318
+ this.context.physics.engine.addMeshCollider(this, child, this.convex);
319
+ promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
320
+ }
321
+ }
322
+ Promise.all(promises).then(res => {
323
+ if (res.some(r => r) == false) return;
324
+ this.context.physics.engine?.removeBody(this);
325
+ const mesh = new Mesh();
326
+ for (const r of res) {
327
+ if (r && this.activeAndEnabled) {
328
+ mesh.geometry = r;
329
+ this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
330
+ }
331
+ }
332
+ });
333
+ }
334
+ else {
335
+ if (isDevEnvironment() || getParam("showcolliders")) {
336
+ console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
337
+ }
338
+ }
339
+ }
340
+ }
341
+ }
342
+
343
+ /**
344
+ * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
345
+ * Ideal for character controllers and objects that need a rounded collision shape.
346
+ * @category Physics
347
+ * @group Components
348
+ */
349
+ export class CapsuleCollider extends Collider {
350
+ /**
351
+ * The center position of the capsule collider relative to the transform's position.
352
+ */
353
+ @serializable(Vector3)
354
+ center: Vector3 = new Vector3(0, 0, 0);
355
+
356
+ /**
357
+ * The radius of the capsule's cylindrical body and hemispherical ends.
358
+ */
359
+ @serializable()
360
+ radius: number = .5;
361
+
362
+ /**
363
+ * The total height of the capsule including both hemispherical ends.
364
+ */
365
+ @serializable()
366
+ height: number = 2;
367
+
368
+ /**
369
+ * Registers the capsule collider with the physics engine.
370
+ */
371
+ onEnable() {
372
+ super.onEnable();
373
+ this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
374
+ }
375
375
  }