@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
@@ -1,1069 +1,1069 @@
1
- import { Box3Helper, Euler, Object3D, PerspectiveCamera, Quaternion, Ray, Vector2, Vector3, Vector3Like } from "three";
2
- import { OrbitControls as ThreeOrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
3
-
4
- import { isDevEnvironment } from "../engine/debug/index.js";
5
- import { setCameraController } from "../engine/engine_camera.js";
6
- import { Gizmos } from "../engine/engine_gizmos.js";
7
- import { InputEventQueue, NEPointerEvent } from "../engine/engine_input.js";
8
- import { Mathf } from "../engine/engine_math.js";
9
- import { RaycastOptions } from "../engine/engine_physics.js";
10
- import { serializable } from "../engine/engine_serialization_decorator.js";
11
- import { getBoundingBox, getTempVector, getWorldDirection, getWorldPosition, getWorldRotation, setWorldRotation } from "../engine/engine_three_utils.js";
12
- import type { ICameraController } from "../engine/engine_types.js";
13
- import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
14
- import { Camera } from "./Camera.js";
15
- import { Behaviour, GameObject } from "./Component.js";
16
- import { GroundProjectedEnv } from "./GroundProjection.js";
17
- import { LookAtConstraint } from "./LookAtConstraint.js";
18
- import { SyncedTransform } from "./SyncedTransform.js";
19
- import { type AfterHandleInputEvent, EventSystem, EventSystemEvents } from "./ui/EventSystem.js";
20
- import { tryGetUIComponent } from "./ui/Utils.js";
21
-
22
-
23
- const debug = getParam("debugorbit");
24
- const freeCam = getParam("freecam");
25
- const debugCameraFit = getParam("debugcamerafit");
26
- const smoothcam = getParam("smoothcam");
27
-
28
- const disabledKeys = { LEFT: "", UP: "", RIGHT: "", BOTTOM: "" };
29
- let defaultKeys: any = undefined;
30
-
31
- export enum OrbitControlsEventsType {
32
- /** Invoked with a CameraTargetReachedEvent */
33
- CameraTargetReached = "target-reached",
34
- }
35
- export class CameraTargetReachedEvent extends CustomEvent<{ controls: OrbitControls, type: "camera" | "lookat" }> {
36
- constructor(ctrls: OrbitControls, type: "camera" | "lookat") {
37
- super(OrbitControlsEventsType.CameraTargetReached, {
38
- detail: {
39
- controls: ctrls,
40
- type: type,
41
- }
42
- });
43
- }
44
- }
45
-
46
- /** The OrbitControls component is used to control a camera using the [OrbitControls from three.js](https://threejs.org/docs/#examples/en/controls/OrbitControls) library.
47
- * The three OrbitControls object can be accessed via the `controls` property.
48
- * The object being controlled by the OrbitControls (usually the camera) can be accessed via the `controllerObject` property.
49
- * @category Camera Controls
50
- * @group Components
51
- */
52
- export class OrbitControls extends Behaviour implements ICameraController {
53
-
54
- /**
55
- * @inheritdoc
56
- */
57
- get isCameraController(): boolean {
58
- return true;
59
- }
60
-
61
- /** The underlying three.js OrbitControls.
62
- * See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls}
63
- * @returns {@type ThreeOrbitControls | null}
64
- */
65
- public get controls() {
66
- return this._controls;
67
- }
68
-
69
- /** The object being controlled by the OrbitControls (usually the camera)
70
- * See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls.object}
71
- * @returns {@type Object3D | null}
72
- */
73
- public get controllerObject(): Object3D | null {
74
- return this._cameraObject;
75
- }
76
-
77
- /** Register callback when user starts interacting with the orbit controls */
78
- public onStartInteraction(callback: Function) {
79
- this.controls?.addEventListener("start", callback as any);
80
- }
81
-
82
- /** When enabled OrbitControls will automatically raycast find a look at target in start
83
- * @default true
84
- */
85
- @serializable()
86
- autoTarget: boolean = true;
87
- /** When enabled the scene will be automatically fitted into the camera view in onEnable
88
- * @default false
89
- */
90
- @serializable()
91
- autoFit: boolean = false;
92
-
93
- /** When enabled the camera can be rotated
94
- * @default true
95
- */
96
- @serializable()
97
- enableRotate: boolean = true;
98
- /** When enabled the camera will rotate automatically
99
- * @default false
100
- */
101
- @serializable()
102
- autoRotate: boolean = false;
103
- /** The speed at which the camera will rotate automatically. Will only be used when `autoRotate` is enabled
104
- * @default 1.0
105
- */
106
- @serializable()
107
- autoRotateSpeed: number = 1.0;
108
- /** The minimum azimuth angle in radians */
109
- @serializable()
110
- minAzimuthAngle: number = Infinity;
111
- /** The maximum azimuth angle in radians */
112
- @serializable()
113
- maxAzimuthAngle: number = Infinity;
114
- /** The minimum polar angle in radians
115
- * @default 0
116
- */
117
- @serializable()
118
- minPolarAngle: number = 0;
119
- /** The maximum polar angle in radians
120
- * @default Math.PI
121
- */
122
- @serializable()
123
- maxPolarAngle: number = Math.PI;
124
-
125
- /** When enabled the camera can be moved using keyboard keys. The keys are defined in the `controls.keys` property
126
- * @default false
127
- */
128
- @serializable()
129
- enableKeys: boolean = false;
130
- /** When enabled the camera movement will be damped
131
- * @default true
132
- */
133
- @serializable()
134
- enableDamping: boolean = true;
135
- /** The damping factor for the camera movement. For more information see the [three.js documentation](https://threejs.org/docs/#examples/en/controls/OrbitControls.dampingFactor)
136
- * @default 0.1
137
- */
138
- @serializable()
139
- dampingFactor: number = 0.1;
140
-
141
- /** When enabled the camera can be zoomed
142
- * @default true
143
- */
144
- @serializable()
145
- enableZoom: boolean = true;
146
- /** The minimum zoom level
147
- * @default 0
148
- */
149
- @serializable()
150
- minZoom: number = 0;
151
- /** The maximum zoom level
152
- * @default Infinity
153
- */
154
- @serializable()
155
- maxZoom: number = Infinity;
156
-
157
- /**
158
- * Sets the zoom speed of the OrbitControls
159
- * @default 1
160
- */
161
- @serializable()
162
- zoomSpeed: number = 1;
163
-
164
- /**
165
- * Set to true to enable zooming to the cursor position.
166
- * @default false
167
- */
168
- zoomToCursor: boolean = false;
169
-
170
- /** When enabled the camera can be panned
171
- * @default true
172
- */
173
- @serializable()
174
- enablePan: boolean = true;
175
- /** Assigning a {@link LookAtConstraint} will make the camera look at the constraint source
176
- * @default null
177
- */
178
- @serializable(LookAtConstraint)
179
- lookAtConstraint: LookAtConstraint | null = null;
180
- /** The weight of the first lookAtConstraint source
181
- * @default 1
182
- */
183
- @serializable()
184
- lookAtConstraint01: number = 1;
185
-
186
- /** If true user input interrupts the camera from animating to a target
187
- * @default true
188
- */
189
- @serializable()
190
- allowInterrupt: boolean = true;
191
- /** If true the camera will focus on the target when the middle mouse button is clicked */
192
- @serializable()
193
- middleClickToFocus: boolean = true;
194
- /** If true the camera will focus on the target when the left mouse button is double clicked
195
- * @default true
196
- */
197
- @serializable()
198
- doubleClickToFocus: boolean = true;
199
- /**
200
- * When enabled the camera will fit the scene to the camera view when the background is clicked the specified number of times within a short time
201
- * @default 2
202
- */
203
- @serializable()
204
- clickBackgroundToFitScene: number = 2;
205
-
206
- /**
207
- * @internal If true debug information will be logged to the console
208
- * @default false
209
- */
210
- debugLog: boolean = false;
211
-
212
- /**
213
- * @deprecated use `targetLerpDuration` instead
214
- * ~~The speed at which the camera target and the camera will be lerping to their destinations (if set via script or user input)~~
215
- * */
216
- get targetLerpSpeed() { return 5 }
217
- set targetLerpSpeed(v) { this.targetLerpDuration = 1 / v; }
218
-
219
- /** The duration in seconds it takes for the camera look ad and position lerp to reach their destination (when set via `setCameraTargetPosition` and `setLookTargetPosition`)
220
- * @default 1
221
- */
222
- @serializable()
223
- targetLerpDuration = 1;
224
-
225
- private _controls: ThreeOrbitControls | null = null;
226
- private _cameraObject: Object3D | null = null;
227
-
228
- private _lookTargetLerpActive: boolean = false;
229
- private _lookTargetStartPosition: Vector3 = new Vector3();
230
- private _lookTargetEndPosition: Vector3 = new Vector3();
231
- private _lookTargetLerp01: number = 0;
232
- private _lookTargetLerpDuration: number = 0;
233
-
234
- private _cameraLerpActive: boolean = false;
235
- private _cameraStartPosition: Vector3 = new Vector3();
236
- private _cameraEndPosition: Vector3 = new Vector3();
237
- private _cameraLerp01: number = 0;
238
- private _cameraLerpDuration: number = 0;
239
-
240
- private _fovLerpActive: boolean = false;
241
- private _fovLerpStartValue: number = 0;
242
- private _fovLerpEndValue: number = 0;
243
- private _fovLerp01: number = 0;
244
- private _fovLerpDuration: number = 0;
245
-
246
- private _inputs: number = 0;
247
- private _enableTime: number = 0; // use to disable double click when double clicking on UI
248
- private _startedListeningToKeyEvents: boolean = false;
249
-
250
- private _eventSystem?: EventSystem;
251
- private _afterHandleInputFn?: any;
252
- private _camera: Camera | null = null;
253
- private _syncedTransform?: SyncedTransform;
254
- private _didSetTarget = 0;
255
-
256
- targetElement: HTMLElement | null = null;
257
-
258
- /** @internal */
259
- awake(): void {
260
- if (debug) console.debug("OrbitControls", this);
261
- this._didSetTarget = 0;
262
- this._startedListeningToKeyEvents = false;
263
- }
264
-
265
- /** @internal */
266
- start() {
267
- this._eventSystem = EventSystem.get(this.context) ?? undefined;
268
- if (this._eventSystem) {
269
- this._afterHandleInputFn = this.afterHandleInput.bind(this);
270
- this._eventSystem.addEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
271
- }
272
- }
273
-
274
- /** @internal */
275
- onDestroy() {
276
- this._controls?.dispose();
277
- this._eventSystem?.removeEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
278
- }
279
-
280
- /** @internal */
281
- onEnable() {
282
- this._didSetTarget = 0;
283
- this._enableTime = this.context.time.time;
284
- const cameraComponent = GameObject.getComponent(this.gameObject, Camera);
285
- this._camera = cameraComponent;
286
- let cam = cameraComponent?.threeCamera;
287
- if (!cam && this.gameObject instanceof PerspectiveCamera) {
288
- cam = this.gameObject;
289
- }
290
- if (cam) setCameraController(cam, this, true);
291
- if (!this._controls && cam instanceof Object3D) {
292
- this._cameraObject = cam;
293
- // Using the parent if possible to make it possible to disable input on the canvas
294
- // for having HTML content behind it and still receive input
295
- const element = this.targetElement ?? this.context.renderer.domElement;
296
- // HACK: workaround for three orbit controls forcing an update when being created....
297
- const mat = cam?.quaternion.clone();
298
- this._controls = new ThreeOrbitControls(cam!, element);
299
- cam?.quaternion.copy(mat!)
300
- if (defaultKeys === undefined) defaultKeys = { ...this._controls.keys };
301
- // set controls look point in front of the current camera by default
302
- // it may be overriden by the autoTarget feature
303
- // but if we don't do this and autoTarget is OFF then the camera will turn to look at 0 0 0 of the scene
304
- const worldPosition = getWorldPosition(cam);
305
- const forward = this.gameObject.worldForward;
306
- const dist = 2.5;
307
- const lookAt = worldPosition.clone().sub(forward.multiplyScalar(dist));
308
- this._controls.target.copy(lookAt);
309
- }
310
-
311
- if (this._controls) {
312
- if (freeCam) {
313
- this.enablePan = true;
314
- this.enableZoom = true;
315
- this.middleClickToFocus = true;
316
- if (DeviceUtilities.isMobileDevice()) this.doubleClickToFocus = true;
317
- }
318
- this._controls.addEventListener("start", this.onControlsChangeStarted);
319
- this._controls.addEventListener("end", this.onControlsChangeEnded);
320
-
321
- if (!this._startedListeningToKeyEvents && this.enableKeys) {
322
- this._startedListeningToKeyEvents = true;
323
- this._controls.listenToKeyEvents(this.context.domElement);
324
- }
325
- else {
326
- try {
327
- this._controls.stopListenToKeyEvents();
328
- } catch { /** this fails if we never listened to key events... */ }
329
- }
330
- }
331
- this._syncedTransform = GameObject.getComponent(this.gameObject, SyncedTransform) ?? undefined;
332
- this.context.pre_render_callbacks.push(this.__onPreRender);
333
-
334
- this._activePointerEvents = [];
335
- this.context.input.addEventListener("pointerdown", this._onPointerDown, { queue: InputEventQueue.Early });
336
- this.context.input.addEventListener("pointerdown", this._onPointerDownLate, { queue: InputEventQueue.Late });
337
- this.context.input.addEventListener("pointerup", this._onPointerUp, { queue: InputEventQueue.Early });
338
- this.context.input.addEventListener("pointerup", this._onPointerUpLate, { queue: InputEventQueue.Late });
339
- }
340
-
341
- /** @internal */
342
- onDisable() {
343
- if (this._camera?.threeCamera) {
344
- setCameraController(this._camera.threeCamera, this, false);
345
- }
346
- if (this._controls) {
347
- this._controls.enabled = false;
348
- this._controls.autoRotate = false;
349
- this._controls.removeEventListener("start", this.onControlsChangeStarted);
350
- this._controls.removeEventListener("end", this.onControlsChangeEnded);
351
- try {
352
- this._controls.stopListenToKeyEvents();
353
- } catch { /** this fails if we never listened to key events... */ }
354
- this._startedListeningToKeyEvents = false;
355
- }
356
- this._activePointerEvents.length = 0;
357
- this.context.input.removeEventListener("pointerdown", this._onPointerDown);
358
- this.context.input.removeEventListener("pointerdown", this._onPointerDownLate);
359
- this.context.input.removeEventListener("pointerup", this._onPointerUp);
360
- this.context.input.removeEventListener("pointerup", this._onPointerUpLate);
361
- }
362
-
363
- private _activePointerEvents!: NEPointerEvent[];
364
- private _lastTimeClickOnBackground: number = -1;
365
- private _clickOnBackgroundCount: number = 0;
366
-
367
- private _onPointerDown = (_evt: NEPointerEvent) => {
368
- this._activePointerEvents.push(_evt);
369
- }
370
- private _onPointerDownLate = (evt: NEPointerEvent) => {
371
- if (evt.used && this._controls) {
372
- // Disabling orbit controls here because otherwise we get a slight movement when e.g. using DragControls
373
- this._controls.enabled = false;
374
- }
375
- }
376
-
377
- private _onPointerUp = (evt: NEPointerEvent) => {
378
- // make sure we cleanup the active pointer events
379
- for (let i = this._activePointerEvents.length - 1; i >= 0; i--) {
380
- const registered = this._activePointerEvents[i];
381
- if (registered.pointerId === evt.pointerId && registered.button === evt.button) {
382
- this._activePointerEvents.splice(i, 1);
383
- break;
384
- }
385
- }
386
-
387
- if (this.clickBackgroundToFitScene > 0 && evt.isClick && evt.button === 0) {
388
-
389
- // it's possible that we didnt raycast in this frame
390
- if (!evt.hasRay) {
391
- evt.intersections.push(...this.context.physics.raycast());
392
- }
393
-
394
- if (evt.intersections.length <= 0) {
395
- const dt = this.context.time.time - this._lastTimeClickOnBackground;
396
- this._lastTimeClickOnBackground = this.context.time.time;
397
- if (this.clickBackgroundToFitScene <= 1 || dt < this.clickBackgroundToFitScene * .15) {
398
- this._clickOnBackgroundCount += 1;
399
- if (this._clickOnBackgroundCount >= this.clickBackgroundToFitScene - 1)
400
- this.fitCamera(this.context.scene.children, {
401
- immediate: false
402
- });
403
- }
404
- else {
405
- this._clickOnBackgroundCount = 0;
406
- }
407
- }
408
-
409
- if (debug) console.log(this.clickBackgroundToFitScene, evt.intersections.length, this._clickOnBackgroundCount)
410
- }
411
- };
412
-
413
- private _onPointerUpLate = (evt: NEPointerEvent) => {
414
- if (this.doubleClickToFocus && evt.isDoubleClick && !evt.used) {
415
- this.setTargetFromRaycast();
416
- }
417
- // Automatically update the camera focus
418
- // else if (!evt.used && this.autoTarget) {
419
- // this.updateTargetNow();
420
- // }
421
- };
422
-
423
- private updateTargetNow() {
424
- const ray = new Ray(this._cameraObject?.worldPosition, this._cameraObject?.worldForward.multiplyScalar(-1));
425
- const hits = this.context.physics.raycastFromRay(ray);
426
- const hit = hits.length > 0 ? hits[0] : undefined;
427
- if (hit && hit.distance > this.minZoom && hit.distance < this.maxZoom) {
428
- if (debug) Gizmos.DrawWireSphere(hit.point, 0.1, 0xff0000, 2);
429
- this._controls?.target.copy(hits[0].point);
430
- }
431
- }
432
-
433
- private _orbitStartAngle: number = 0;
434
- private onControlsChangeStarted = () => {
435
- if (this._controls) {
436
- this._orbitStartAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
437
- }
438
- if (this._syncedTransform) {
439
- this._syncedTransform.requestOwnership();
440
- }
441
- }
442
- private onControlsChangeEnded = () => {
443
-
444
- if (this._controls) {
445
- if (this.autoTarget) {
446
- const newAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
447
- const delta = newAngle - this._orbitStartAngle;
448
- if (Math.abs(delta) < .01) {
449
- if (debug) console.debug("OrbitControls: No movement detected, updating target now");
450
- this.updateTargetNow();
451
- }
452
- else if(debug) console.debug("OrbitControls: Movement detected", delta);
453
- }
454
- }
455
-
456
- }
457
-
458
- private _shouldDisable: boolean = false;
459
- private afterHandleInput(evt: CustomEvent<AfterHandleInputEvent>) {
460
- if (evt.detail.args.pointerId === 0) {
461
- if (evt.detail.args.isDown) {
462
- if (this._controls && this._eventSystem) {
463
- this._shouldDisable = this._eventSystem.hasActiveUI;
464
- }
465
- }
466
- else if (!evt.detail.args.isPressed || evt.detail.args.isUp) {
467
- this._shouldDisable = false;
468
- }
469
- }
470
- }
471
-
472
-
473
- /** @internal */
474
- onBeforeRender() {
475
- if (!this._controls) return;
476
- if (this._cameraObject !== this.context.mainCamera) {
477
- this._controls.enabled = false;
478
- return;
479
- }
480
- this._controls.enabled = true;
481
-
482
- if (this.context.input.getPointerDown(1) || this.context.input.getPointerDown(2) || this.context.input.mouseWheelChanged || (this.context.input.getPointerPressed(0) && this.context.input.getPointerPositionDelta(0)?.length() || 0 > .1)) {
483
- this._inputs += 1;
484
- }
485
- if (this._inputs > 0 && this.allowInterrupt) {
486
- // if a user has disabled rotation but enabled auto rotate we don't want to change it when we receive input
487
- if (this.enableRotate) {
488
- this.autoRotate = false;
489
- }
490
- this._cameraLerpActive = false;
491
- this._lookTargetLerpActive = false;
492
- }
493
- this._inputs = 0;
494
-
495
-
496
- if (this.autoTarget) {
497
- // we want to wait one frame so all matrixWorlds are updated
498
- // otherwise raycasting will not work correctly
499
- if (this._didSetTarget++ === 0) {
500
- const camGo = GameObject.getComponent(this.gameObject, Camera);
501
- if (camGo && !this.setLookTargetFromConstraint()) {
502
- if (this.debugLog)
503
- console.log("NO TARGET");
504
- const worldPosition = getWorldPosition(camGo.threeCamera);
505
- // Handle case where the camera is in 0 0 0 of the scene
506
- // if the look at target is set to the camera position we can't move at all anymore
507
- const distanceToCenter = Math.max(.01, worldPosition.length());
508
- const forward = new Vector3(0, 0, -distanceToCenter).applyMatrix4(camGo.threeCamera.matrixWorld);
509
- this.setLookTargetPosition(forward, true);
510
- }
511
- if (!this.setLookTargetFromConstraint()) {
512
- const opts = new RaycastOptions();
513
- // center of the screen:
514
- opts.screenPoint = new Vector2(0, 0);
515
- opts.lineThreshold = 0.1;
516
- const hits = this.context.physics.raycast(opts);
517
- if (hits.length > 0) {
518
- this.setLookTargetPosition(hits[0].point, true);
519
- }
520
- if (debugCameraFit)
521
- console.log("OrbitControls hits", ...hits);
522
- }
523
- }
524
- }
525
-
526
- const focusAtPointer = (this.middleClickToFocus && this.context.input.getPointerClicked(1));
527
- if (focusAtPointer) {
528
- this.setTargetFromRaycast();
529
- }
530
-
531
- if (this._lookTargetLerpActive || this._cameraLerpActive || this._fovLerpActive) {
532
- // lerp the camera
533
- if (this._cameraLerpActive && this._cameraObject) {
534
- this._cameraLerp01 += this.context.time.deltaTime / this._cameraLerpDuration;
535
- if (this._cameraLerp01 >= 1) {
536
- this._cameraObject.position.copy(this._cameraEndPosition);
537
- this._cameraLerpActive = false;
538
- this.dispatchEvent(new CameraTargetReachedEvent(this, "camera"));
539
- }
540
- else {
541
- const t = Mathf.easeInOutCubic(this._cameraLerp01);
542
- this._cameraObject.position.lerpVectors(this._cameraStartPosition, this._cameraEndPosition, t);
543
- }
544
- }
545
-
546
- // lerp the look target
547
- if (this._lookTargetLerpActive) {
548
- this._lookTargetLerp01 += this.context.time.deltaTime / this._lookTargetLerpDuration;
549
- if (this._lookTargetLerp01 >= 1) {
550
- this._controls.target.copy(this._lookTargetEndPosition);
551
- this._lookTargetLerpActive = false;
552
- this.dispatchEvent(new CameraTargetReachedEvent(this, "lookat"));
553
- } else {
554
- const t = Mathf.easeInOutCubic(this._lookTargetLerp01);
555
- this._controls.target.lerpVectors(this._lookTargetStartPosition, this._lookTargetEndPosition, t);
556
- }
557
- }
558
-
559
- // lerp the fov
560
- if (this._fovLerpActive && this._cameraObject) {
561
- const cam = this._cameraObject as PerspectiveCamera;
562
- this._fovLerp01 += this.context.time.deltaTime / this._fovLerpDuration;
563
- if (this._fovLerp01 >= 1) {
564
- cam.fov = this._fovLerpEndValue;
565
- this._fovLerpActive = false;
566
- } else {
567
- const t = Mathf.easeInOutCubic(this._fovLerp01);
568
- cam.fov = Mathf.lerp(this._fovLerpStartValue, this._fovLerpEndValue, t);
569
- }
570
- cam.updateProjectionMatrix();
571
- }
572
- }
573
-
574
-
575
- if (this._controls) {
576
- if (this.debugLog)
577
- this._controls.domElement = this.context.renderer.domElement;
578
- this._controls.enabled = !this._shouldDisable && this._camera === this.context.mainCameraComponent && !this.context.isInXR && !this._activePointerEvents.some(e => e.used);
579
- this._controls.keys = this.enableKeys ? defaultKeys : disabledKeys;
580
- this._controls.autoRotate = this.autoRotate;
581
- this._controls.autoRotateSpeed = this.autoRotateSpeed;
582
- this._controls.enableZoom = this.enableZoom;
583
- this._controls.zoomSpeed = this.zoomSpeed;
584
- this._controls.zoomToCursor = this.zoomToCursor;
585
- this._controls.enableDamping = this.enableDamping;
586
- this._controls.dampingFactor = this.dampingFactor;
587
- this._controls.enablePan = this.enablePan;
588
- this._controls.enableRotate = this.enableRotate;
589
- this._controls.minAzimuthAngle = this.minAzimuthAngle;
590
- this._controls.maxAzimuthAngle = this.maxAzimuthAngle;
591
- this._controls.minPolarAngle = this.minPolarAngle;
592
- this._controls.maxPolarAngle = this.maxPolarAngle;
593
- // set the min/max zoom if it's not a free cam
594
- if (!freeCam) {
595
- if (this._camera?.threeCamera?.type === "PerspectiveCamera") {
596
- this._controls.minDistance = this.minZoom;
597
- this._controls.maxDistance = this.maxZoom;
598
- this._controls.minZoom = 0;
599
- this._controls.maxZoom = Infinity;
600
- }
601
- else {
602
- this._controls.minDistance = 0;
603
- this._controls.maxDistance = Infinity;
604
- this._controls.minZoom = this.minZoom;
605
- this._controls.maxZoom = this.maxZoom;
606
- }
607
- }
608
-
609
- if (typeof smoothcam === "number" || smoothcam === true) {
610
- this._controls.enableDamping = true;
611
- const factor = typeof smoothcam === "number" ? smoothcam : .99;
612
- this._controls.dampingFactor = Math.max(.001, 1 - Math.min(1, factor));
613
- }
614
-
615
- if (!this.allowInterrupt) {
616
- if (this._lookTargetLerpActive) {
617
- this._controls.enablePan = false;
618
- }
619
- if (this._cameraLerpActive) {
620
- this._controls.enableRotate = false;
621
- this._controls.autoRotate = false;
622
- }
623
- if (this._lookTargetLerpActive || this._cameraLerpActive) {
624
- this._controls.enableZoom = false;
625
- }
626
- }
627
-
628
- // this._controls.zoomToCursor = this.zoomToCursor;
629
- if (!this.context.isInXR) {
630
- if (!freeCam && this.lookAtConstraint?.locked) this.setLookTargetFromConstraint(0, this.lookAtConstraint01);
631
- this._controls.update(this.context.time.deltaTime);
632
-
633
- if (debug) {
634
- Gizmos.DrawWireSphere(this._controls.target, 0.1, 0x00ff00);
635
- }
636
- }
637
- }
638
-
639
- }
640
-
641
- private __onPreRender = () => {
642
-
643
- // We call this only once when the camera becomes active and use the engine pre_render_callbacks because they are run
644
- // after all scripts have been executed
645
- const index = this.context.pre_render_callbacks.indexOf(this.__onPreRender);
646
- if (index >= 0) {
647
- this.context.pre_render_callbacks.splice(index, 1);
648
- }
649
-
650
- if (this.autoFit) {
651
- // we don't want to autofit again if the component is disabled and re-enabled
652
- this.autoFit = false;
653
- this.fitCamera({
654
- centerCamera: "y",
655
- immediate: true,
656
- objects: this.scene.children,
657
- })
658
- }
659
- }
660
-
661
-
662
- /**
663
- * Sets camera target position and look direction using a raycast in forward direction of the object.
664
- *
665
- * @param source The object to raycast from. If a camera is passed in the camera position will be used as the source.
666
- * @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
667
- *
668
- * This is useful for example if you want to align your camera with an object in your scene (or another camera). Simply pass in this other camera object
669
- * @returns true if the target was set successfully
670
- */
671
- public setCameraAndLookTarget(source: Object3D | Camera, immediateOrDuration: number | boolean = false): boolean {
672
- if (!source) {
673
- if (isDevEnvironment()) console.warn("[OrbitControls] setCameraAndLookTarget target is null");
674
- return false;
675
- }
676
- if (!(source instanceof Object3D) && !(source instanceof Camera)) {
677
- if (isDevEnvironment()) console.warn("[OrbitControls] setCameraAndLookTarget target is not an Object3D or Camera");
678
- return false;
679
- }
680
- if (source instanceof Camera) {
681
- source = source.gameObject;
682
- }
683
- const worldPosition = source.worldPosition;
684
- const forward = source.worldForward;
685
- const ray = new Ray(worldPosition, forward.multiplyScalar(-1));
686
-
687
- if (debug) Gizmos.DrawRay(ray.origin, ray.direction, 0xff0000, 10);
688
-
689
- if (!this.setTargetFromRaycast(ray, immediateOrDuration)) {
690
- this.setLookTargetPosition(ray.at(2, getTempVector()), immediateOrDuration);
691
- }
692
-
693
- this.setCameraTargetPosition(worldPosition, immediateOrDuration);
694
- return true;
695
- }
696
-
697
- /** Moves the camera to position smoothly.
698
- * @param position The position in local space of the controllerObject to move the camera to. If null the camera will stop lerping to the target.
699
- * @param immediateOrDuration If true the camera will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
700
- */
701
- public setCameraTargetPosition(position?: Object3D | Vector3Like | null, immediateOrDuration: boolean | number = false) {
702
- if (!position) return;
703
- if (position instanceof Object3D) {
704
- position = getWorldPosition(position) as Vector3;
705
- }
706
- if (!this._cameraEndPosition) this._cameraEndPosition = new Vector3();
707
- this._cameraEndPosition.copy(position);
708
- if (immediateOrDuration === true) {
709
- this._cameraLerpActive = false;
710
- if (this._cameraObject) {
711
- this._cameraObject.position.copy(this._cameraEndPosition);
712
- }
713
- }
714
- else if (this._cameraObject) {
715
- this._cameraLerpActive = true;
716
- this._cameraLerp01 = 0;
717
- this._cameraStartPosition.copy(this._cameraObject?.position);
718
- if (typeof immediateOrDuration === "number") {
719
- this._cameraLerpDuration = immediateOrDuration;
720
- }
721
- else this._cameraLerpDuration = this.targetLerpDuration;
722
- }
723
- }
724
- // public setCameraTargetRotation(rotation: Vector3 | Euler | Quaternion, immediateOrDuration: boolean | number = false): void {
725
- // if (!this._cameraObject) return;
726
-
727
- // if (typeof immediateOrDuration === "boolean") immediateOrDuration = immediateOrDuration ? 0 : this.targetLerpDuration;
728
-
729
- // const ray = new Ray(this._cameraObject.worldPosition, getTempVector(0, 0, 1));
730
-
731
- // // if the camera is in the middle of lerping we use the end position for the raycast
732
- // if (immediateOrDuration > 0 && this._cameraEndPosition && this._cameraLerpActive) {
733
- // ray.origin = getTempVector(this._cameraEndPosition)
734
- // }
735
-
736
- // if (rotation instanceof Vector3) {
737
- // rotation = new Euler().setFromVector3(rotation);
738
- // }
739
- // if (rotation instanceof Euler) {
740
- // rotation = new Quaternion().setFromEuler(rotation);
741
- // }
742
-
743
- // ray.direction.applyQuaternion(rotation);
744
- // ray.direction.multiplyScalar(-1);
745
-
746
- // const hits = this.context.physics.raycastFromRay(ray);
747
-
748
- // if (hits.length > 0) {
749
- // this.setCameraTargetPosition(hits[0].point, immediateOrDuration);
750
- // }
751
- // else {
752
- // this.setLookTargetPosition(ray.at(2, getTempVector()));
753
- // }
754
- // }
755
-
756
- /** True while the camera position is being lerped */
757
- get cameraLerpActive() { return this._cameraLerpActive; }
758
- /** Call to stop camera position lerping */
759
- public stopCameraLerp() {
760
- this._cameraLerpActive = false;
761
- }
762
-
763
- public setFieldOfView(fov: number | undefined, immediateOrDuration: boolean | number = false) {
764
- if (!this._controls) return;
765
- if (typeof fov !== "number") return;
766
- const cam = this._camera?.threeCamera as PerspectiveCamera;
767
- if (!cam) return;
768
- if (immediateOrDuration === true) {
769
- cam.fov = fov;
770
- }
771
- else {
772
- this._fovLerpActive = true;
773
- this._fovLerp01 = 0;
774
- this._fovLerpStartValue = cam.fov;
775
- this._fovLerpEndValue = fov;
776
- if (typeof immediateOrDuration === "number") {
777
- this._fovLerpDuration = immediateOrDuration;
778
- }
779
- else this._fovLerpDuration = this.targetLerpDuration;
780
- }
781
- }
782
-
783
- /** Moves the camera look-at target to a position smoothly.
784
- * @param position The position in world space to move the camera target to. If null the camera will stop lerping to the target.
785
- * @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
786
- */
787
- public setLookTargetPosition(position: Object3D | Vector3Like | null = null, immediateOrDuration: boolean | number = false) {
788
- if (!this._controls) return;
789
- if (!position) return
790
- if (position instanceof Object3D) {
791
- position = getWorldPosition(position) as Vector3;
792
- }
793
- this._lookTargetEndPosition.copy(position);
794
-
795
- // if a user calls setLookTargetPosition we don't want to perform autoTarget in onBeforeRender (and override whatever the user set here)
796
- this._didSetTarget++;
797
-
798
- if (debug) {
799
- console.warn("OrbitControls: setLookTargetPosition", position, immediateOrDuration);
800
- Gizmos.DrawWireSphere(this._lookTargetEndPosition, .2, 0xff0000, 2);
801
- }
802
-
803
- if (immediateOrDuration === true) {
804
- this._controls.target.copy(this._lookTargetEndPosition);
805
- }
806
- else {
807
- this._lookTargetLerpActive = true;
808
- this._lookTargetLerp01 = 0;
809
- this._lookTargetStartPosition.copy(this._controls.target);
810
- if (typeof immediateOrDuration === "number") {
811
- this._lookTargetLerpDuration = immediateOrDuration;
812
- }
813
- else this._lookTargetLerpDuration = this.targetLerpDuration;
814
- }
815
- }
816
- /** True while the camera look target is being lerped */
817
- get lookTargetLerpActive() { return this._lookTargetLerpActive; }
818
- /** Call to stop camera look target lerping */
819
- public stopLookTargetLerp() {
820
- this._lookTargetLerpActive = false;
821
- }
822
-
823
- /** Sets the look at target from an assigned lookAtConstraint source by index
824
- * @param index The index of the source to use
825
- * @param t The interpolation factor between the current look at target and the new target
826
- */
827
- private setLookTargetFromConstraint(index: number = 0, t: number = 1): boolean {
828
- if (!this._controls) return false;
829
- if (this.lookAtConstraint?.enabled === false) return false;
830
- const sources = this.lookAtConstraint?.sources;
831
- if (sources && sources.length > 0) {
832
- const target = sources[index];
833
- if (target) {
834
- target.getWorldPosition(this._lookTargetEndPosition);
835
- this.lerpLookTarget(this._lookTargetEndPosition, t);
836
- return true;
837
- }
838
- }
839
- return false;
840
- }
841
-
842
- /** @deprecated use `controls.target.lerp(position, delta)` */
843
- public lerpTarget(position: Vector3, delta: number) { return this.lerpLookTarget(position, delta); }
844
-
845
- private lerpLookTarget(position: Vector3, delta: number) {
846
- if (!this._controls) return;
847
- if (delta >= 1) this._controls.target.copy(position);
848
- else this._controls.target.lerp(position, delta);
849
- }
850
-
851
- private setTargetFromRaycast(ray?: Ray, immediateOrDuration: number | boolean = false): boolean {
852
- if (!this.controls) return false;
853
- const rc = ray ? this.context.physics.raycastFromRay(ray) : this.context.physics.raycast();
854
- for (const hit of rc) {
855
- if (hit.distance > 0 && GameObject.isActiveInHierarchy(hit.object)) {
856
-
857
- const uiComponent = tryGetUIComponent(hit.object);
858
- if (uiComponent) {
859
- const canvas = uiComponent.canvas;
860
- if (canvas?.screenspace) {
861
- break;
862
- }
863
- }
864
- this.setLookTargetPosition(hit.point, immediateOrDuration);
865
- return true;
866
- }
867
- }
868
- return false;
869
- }
870
-
871
- // Adapted from https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
872
- // Slower but better implementation that takes bones and exact vertex positions into account: https://github.com/google/model-viewer/blob/04e900c5027de8c5306fe1fe9627707f42811b05/packages/model-viewer/src/three-components/ModelScene.ts#L321
873
- /**
874
- * Fits the camera to show the objects provided (defaults to the scene if no objects are passed in)
875
- */
876
- fitCamera(options?: FitCameraOptions);
877
- fitCamera(objects?: Object3D | Array<Object3D>, options?: Omit<FitCameraOptions, "objects">);
878
- fitCamera(objectsOrOptions?: Object3D | Array<Object3D> | FitCameraOptions, options?: FitCameraOptions) {
879
-
880
- if (this.context.isInXR) {
881
- // camera fitting in XR is not supported
882
- return;
883
- }
884
-
885
- let objects: Object3D | Array<Object3D> | undefined = undefined;
886
-
887
- // If the user passed in an array as first argument
888
- if (Array.isArray(objectsOrOptions)) {
889
- objects = objectsOrOptions;
890
- }
891
- // If the user passed in an object as first argument
892
- else if (objectsOrOptions && "type" in objectsOrOptions) {
893
- objects = objectsOrOptions.children;
894
- }
895
- // If the user passed in an object as first argument and options as second argument
896
- else if (objectsOrOptions && "objects" in objectsOrOptions) {
897
- objects = objectsOrOptions?.objects;
898
- options = objectsOrOptions;
899
- }
900
-
901
- // Ensure objects are setup correctly
902
- if (objects && !Array.isArray(objects)) {
903
- objects = objects.children;
904
- }
905
-
906
- if (!Array.isArray(objects) || objects && objects.length <= 0) {
907
- objects = this.context.scene.children;
908
- }
909
-
910
- // Make sure there's anything to fit to
911
- if (!Array.isArray(objects) || objects.length <= 0) {
912
- console.warn("No objects to fit camera to...");
913
- return;
914
- }
915
-
916
- const camera = this._cameraObject as PerspectiveCamera;
917
- const controls = this._controls as ThreeOrbitControls | null;
918
-
919
- if (!camera || !controls) {
920
- console.warn("No camera or controls found to fit camera to objects...");
921
- return;
922
- }
923
-
924
- if (!options) options = {}
925
- const { immediate = false, centerCamera = "y", cameraNearFar = "auto", fitOffset = 1.1, fov = camera?.fov } = options;
926
-
927
- const size = new Vector3();
928
- const center = new Vector3();
929
- // TODO would be much better to calculate the bounds in camera space instead of world space -
930
- // we would get proper view-dependant fit.
931
- // Right now it's independent from where the camera is actually looking from,
932
- // and thus we're just getting some maximum that will work for sure.
933
- const box = getBoundingBox(objects, undefined, this._camera?.threeCamera?.layers);
934
- const boxCopy = box.clone();
935
-
936
- camera.updateMatrixWorld();
937
- camera.updateProjectionMatrix();
938
- box.getCenter(center);
939
-
940
- const box_size = new Vector3();
941
- box.getSize(box_size);
942
-
943
- // project this box into camera space
944
- box.applyMatrix4(camera.matrixWorldInverse);
945
-
946
- box.getSize(size);
947
- box.setFromCenterAndSize(center, size);
948
- if (Number.isNaN(size.x) || Number.isNaN(size.y) || Number.isNaN(size.z)) {
949
- console.warn("Camera fit size resultet in NaN", camera, box, [...objects]);
950
- return;
951
- }
952
- if (size.length() <= 0.0000000001) {
953
- if (debugCameraFit) console.warn("Camera fit size is zero", box, [...objects]);
954
- return;
955
- }
956
-
957
- const verticalFov = options.fov || camera.fov;
958
- const horizontalFov = 2 * Math.atan(Math.tan(verticalFov * Math.PI / 360 / 2) * camera.aspect) / Math.PI * 360;
959
- const fitHeightDistance = size.y / (2 * Math.atan(Math.PI * verticalFov / 360));
960
- const fitWidthDistance = size.x / (2 * Math.atan(Math.PI * horizontalFov / 360));
961
-
962
- const distance = fitOffset * Math.max(fitHeightDistance, fitWidthDistance) + size.z / 2;
963
-
964
- if (debugCameraFit) {
965
- console.log("Fit camera to objects", { fitHeightDistance, fitWidthDistance, distance, verticalFov, horizontalFov });
966
- }
967
-
968
- this.maxZoom = distance * 10;
969
- this.minZoom = distance * 0.01;
970
-
971
- const verticalOffset = 0.05;
972
-
973
- const lookAt = center.clone();
974
- lookAt.y -= size.y * verticalOffset;
975
- this.setLookTargetPosition(lookAt, immediate);
976
- this.setFieldOfView(options.fov, immediate);
977
-
978
- if (cameraNearFar == undefined || cameraNearFar == "auto") {
979
- // Check if the scene has a GroundProjectedEnv and include the scale to the far plane so that it doesnt cut off
980
- const groundprojection = GameObject.findObjectOfType(GroundProjectedEnv);
981
- const groundProjectionRadius = groundprojection ? groundprojection.radius : 0;
982
- const boundsMax = Math.max(box_size.x, box_size.y, box_size.z, groundProjectionRadius);
983
- // TODO: this doesnt take the Camera component nearClipPlane into account
984
- camera.near = (distance / 100);
985
- camera.far = boundsMax + distance * 10;
986
-
987
- // adjust maxZoom so that the ground projection radius is always inside
988
- if (groundprojection) {
989
- this.maxZoom = Math.max(Math.min(this.maxZoom, groundProjectionRadius * 0.5), distance);
990
- }
991
- }
992
-
993
- // ensure we're not clipping out of the current zoom level just because we're fitting
994
- const currentZoom = controls.getDistance();
995
- if (currentZoom < this.minZoom) this.minZoom = currentZoom * 0.9;
996
- if (currentZoom > this.maxZoom) this.maxZoom = currentZoom * 1.1;
997
-
998
- camera.updateMatrixWorld();
999
- camera.updateProjectionMatrix();
1000
-
1001
- const cameraWp = getWorldPosition(camera);
1002
- const direction = center.clone();
1003
- direction.sub(cameraWp);
1004
- if (centerCamera === "y")
1005
- direction.y = 0;
1006
- direction.normalize();
1007
- direction.multiplyScalar(distance);
1008
- if (centerCamera === "y")
1009
- direction.y += -verticalOffset * 4 * distance;
1010
-
1011
- let cameraLocalPosition = center.clone().sub(direction);
1012
- if (camera.parent) {
1013
- cameraLocalPosition = camera.parent.worldToLocal(cameraLocalPosition);
1014
- }
1015
- this.setCameraTargetPosition(cameraLocalPosition, immediate);
1016
-
1017
- if (debugCameraFit) {
1018
- const helper = new Box3Helper(box);
1019
- this.context.scene.add(helper);
1020
- setWorldRotation(helper, getWorldRotation(camera));
1021
- setTimeout(() => {
1022
- this.context.scene.remove(helper);
1023
- }, 10_000);
1024
- Gizmos.DrawWireBox3(boxCopy, 0x00ff00, 10);
1025
-
1026
- if (!this._haveAttachedKeyboardEvents) {
1027
- this._haveAttachedKeyboardEvents = true;
1028
- document.body.addEventListener("keydown", (e) => {
1029
- if (e.code === "KeyF") {
1030
- // random fov for easier debugging of fov-based fitting
1031
- let fov: number | undefined = undefined;
1032
- if (this._cameraObject instanceof PerspectiveCamera) fov = (Math.random() * Math.random()) * 170 + 10;
1033
- this.fitCamera({ objects, fitOffset, immediate: false, fov });
1034
- }
1035
- if (e.code === "KeyV") {
1036
- if (this._cameraObject instanceof PerspectiveCamera) this._cameraObject.fov = 60;
1037
- }
1038
- });
1039
- }
1040
- }
1041
-
1042
- controls.update();
1043
- }
1044
-
1045
- private _haveAttachedKeyboardEvents: boolean = false;
1046
- }
1047
-
1048
-
1049
- /**
1050
- * Options for fitting the camera to the scene. Used in {@link OrbitControls.fitCamera}
1051
- */
1052
- declare type FitCameraOptions = {
1053
- /**
1054
- * The objects to fit the camera to. If not provided the scene children will be used
1055
- */
1056
- objects?: Object3D[] | Object3D;
1057
- /** Fit offset: A factor to multiply the distance to the objects by
1058
- * @default 1.1
1059
- */
1060
- fitOffset?: number,
1061
- /** If true the camera will move immediately to the new position, otherwise it will lerp
1062
- * @default false
1063
- */
1064
- immediate?: boolean,
1065
- /** If set to "y" the camera will be centered in the y axis */
1066
- centerCamera?: "none" | "y",
1067
- cameraNearFar?: "keep" | "auto",
1068
- fov?: number,
1
+ import { Box3Helper, Euler, Object3D, PerspectiveCamera, Quaternion, Ray, Vector2, Vector3, Vector3Like } from "three";
2
+ import { OrbitControls as ThreeOrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
3
+
4
+ import { isDevEnvironment } from "../engine/debug/index.js";
5
+ import { setCameraController } from "../engine/engine_camera.js";
6
+ import { Gizmos } from "../engine/engine_gizmos.js";
7
+ import { InputEventQueue, NEPointerEvent } from "../engine/engine_input.js";
8
+ import { Mathf } from "../engine/engine_math.js";
9
+ import { RaycastOptions } from "../engine/engine_physics.js";
10
+ import { serializable } from "../engine/engine_serialization_decorator.js";
11
+ import { getBoundingBox, getTempVector, getWorldDirection, getWorldPosition, getWorldRotation, setWorldRotation } from "../engine/engine_three_utils.js";
12
+ import type { ICameraController } from "../engine/engine_types.js";
13
+ import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
14
+ import { Camera } from "./Camera.js";
15
+ import { Behaviour, GameObject } from "./Component.js";
16
+ import { GroundProjectedEnv } from "./GroundProjection.js";
17
+ import { LookAtConstraint } from "./LookAtConstraint.js";
18
+ import { SyncedTransform } from "./SyncedTransform.js";
19
+ import { type AfterHandleInputEvent, EventSystem, EventSystemEvents } from "./ui/EventSystem.js";
20
+ import { tryGetUIComponent } from "./ui/Utils.js";
21
+
22
+
23
+ const debug = getParam("debugorbit");
24
+ const freeCam = getParam("freecam");
25
+ const debugCameraFit = getParam("debugcamerafit");
26
+ const smoothcam = getParam("smoothcam");
27
+
28
+ const disabledKeys = { LEFT: "", UP: "", RIGHT: "", BOTTOM: "" };
29
+ let defaultKeys: any = undefined;
30
+
31
+ export enum OrbitControlsEventsType {
32
+ /** Invoked with a CameraTargetReachedEvent */
33
+ CameraTargetReached = "target-reached",
34
+ }
35
+ export class CameraTargetReachedEvent extends CustomEvent<{ controls: OrbitControls, type: "camera" | "lookat" }> {
36
+ constructor(ctrls: OrbitControls, type: "camera" | "lookat") {
37
+ super(OrbitControlsEventsType.CameraTargetReached, {
38
+ detail: {
39
+ controls: ctrls,
40
+ type: type,
41
+ }
42
+ });
43
+ }
44
+ }
45
+
46
+ /** The OrbitControls component is used to control a camera using the [OrbitControls from three.js](https://threejs.org/docs/#examples/en/controls/OrbitControls) library.
47
+ * The three OrbitControls object can be accessed via the `controls` property.
48
+ * The object being controlled by the OrbitControls (usually the camera) can be accessed via the `controllerObject` property.
49
+ * @category Camera Controls
50
+ * @group Components
51
+ */
52
+ export class OrbitControls extends Behaviour implements ICameraController {
53
+
54
+ /**
55
+ * @inheritdoc
56
+ */
57
+ get isCameraController(): boolean {
58
+ return true;
59
+ }
60
+
61
+ /** The underlying three.js OrbitControls.
62
+ * See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls}
63
+ * @returns {@type ThreeOrbitControls | null}
64
+ */
65
+ public get controls() {
66
+ return this._controls;
67
+ }
68
+
69
+ /** The object being controlled by the OrbitControls (usually the camera)
70
+ * See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls.object}
71
+ * @returns {@type Object3D | null}
72
+ */
73
+ public get controllerObject(): Object3D | null {
74
+ return this._cameraObject;
75
+ }
76
+
77
+ /** Register callback when user starts interacting with the orbit controls */
78
+ public onStartInteraction(callback: Function) {
79
+ this.controls?.addEventListener("start", callback as any);
80
+ }
81
+
82
+ /** When enabled OrbitControls will automatically raycast find a look at target in start
83
+ * @default true
84
+ */
85
+ @serializable()
86
+ autoTarget: boolean = true;
87
+ /** When enabled the scene will be automatically fitted into the camera view in onEnable
88
+ * @default false
89
+ */
90
+ @serializable()
91
+ autoFit: boolean = false;
92
+
93
+ /** When enabled the camera can be rotated
94
+ * @default true
95
+ */
96
+ @serializable()
97
+ enableRotate: boolean = true;
98
+ /** When enabled the camera will rotate automatically
99
+ * @default false
100
+ */
101
+ @serializable()
102
+ autoRotate: boolean = false;
103
+ /** The speed at which the camera will rotate automatically. Will only be used when `autoRotate` is enabled
104
+ * @default 1.0
105
+ */
106
+ @serializable()
107
+ autoRotateSpeed: number = 1.0;
108
+ /** The minimum azimuth angle in radians */
109
+ @serializable()
110
+ minAzimuthAngle: number = Infinity;
111
+ /** The maximum azimuth angle in radians */
112
+ @serializable()
113
+ maxAzimuthAngle: number = Infinity;
114
+ /** The minimum polar angle in radians
115
+ * @default 0
116
+ */
117
+ @serializable()
118
+ minPolarAngle: number = 0;
119
+ /** The maximum polar angle in radians
120
+ * @default Math.PI
121
+ */
122
+ @serializable()
123
+ maxPolarAngle: number = Math.PI;
124
+
125
+ /** When enabled the camera can be moved using keyboard keys. The keys are defined in the `controls.keys` property
126
+ * @default false
127
+ */
128
+ @serializable()
129
+ enableKeys: boolean = false;
130
+ /** When enabled the camera movement will be damped
131
+ * @default true
132
+ */
133
+ @serializable()
134
+ enableDamping: boolean = true;
135
+ /** The damping factor for the camera movement. For more information see the [three.js documentation](https://threejs.org/docs/#examples/en/controls/OrbitControls.dampingFactor)
136
+ * @default 0.1
137
+ */
138
+ @serializable()
139
+ dampingFactor: number = 0.1;
140
+
141
+ /** When enabled the camera can be zoomed
142
+ * @default true
143
+ */
144
+ @serializable()
145
+ enableZoom: boolean = true;
146
+ /** The minimum zoom level
147
+ * @default 0
148
+ */
149
+ @serializable()
150
+ minZoom: number = 0;
151
+ /** The maximum zoom level
152
+ * @default Infinity
153
+ */
154
+ @serializable()
155
+ maxZoom: number = Infinity;
156
+
157
+ /**
158
+ * Sets the zoom speed of the OrbitControls
159
+ * @default 1
160
+ */
161
+ @serializable()
162
+ zoomSpeed: number = 1;
163
+
164
+ /**
165
+ * Set to true to enable zooming to the cursor position.
166
+ * @default false
167
+ */
168
+ zoomToCursor: boolean = false;
169
+
170
+ /** When enabled the camera can be panned
171
+ * @default true
172
+ */
173
+ @serializable()
174
+ enablePan: boolean = true;
175
+ /** Assigning a {@link LookAtConstraint} will make the camera look at the constraint source
176
+ * @default null
177
+ */
178
+ @serializable(LookAtConstraint)
179
+ lookAtConstraint: LookAtConstraint | null = null;
180
+ /** The weight of the first lookAtConstraint source
181
+ * @default 1
182
+ */
183
+ @serializable()
184
+ lookAtConstraint01: number = 1;
185
+
186
+ /** If true user input interrupts the camera from animating to a target
187
+ * @default true
188
+ */
189
+ @serializable()
190
+ allowInterrupt: boolean = true;
191
+ /** If true the camera will focus on the target when the middle mouse button is clicked */
192
+ @serializable()
193
+ middleClickToFocus: boolean = true;
194
+ /** If true the camera will focus on the target when the left mouse button is double clicked
195
+ * @default true
196
+ */
197
+ @serializable()
198
+ doubleClickToFocus: boolean = true;
199
+ /**
200
+ * When enabled the camera will fit the scene to the camera view when the background is clicked the specified number of times within a short time
201
+ * @default 2
202
+ */
203
+ @serializable()
204
+ clickBackgroundToFitScene: number = 2;
205
+
206
+ /**
207
+ * @internal If true debug information will be logged to the console
208
+ * @default false
209
+ */
210
+ debugLog: boolean = false;
211
+
212
+ /**
213
+ * @deprecated use `targetLerpDuration` instead
214
+ * ~~The speed at which the camera target and the camera will be lerping to their destinations (if set via script or user input)~~
215
+ * */
216
+ get targetLerpSpeed() { return 5 }
217
+ set targetLerpSpeed(v) { this.targetLerpDuration = 1 / v; }
218
+
219
+ /** The duration in seconds it takes for the camera look ad and position lerp to reach their destination (when set via `setCameraTargetPosition` and `setLookTargetPosition`)
220
+ * @default 1
221
+ */
222
+ @serializable()
223
+ targetLerpDuration = 1;
224
+
225
+ private _controls: ThreeOrbitControls | null = null;
226
+ private _cameraObject: Object3D | null = null;
227
+
228
+ private _lookTargetLerpActive: boolean = false;
229
+ private _lookTargetStartPosition: Vector3 = new Vector3();
230
+ private _lookTargetEndPosition: Vector3 = new Vector3();
231
+ private _lookTargetLerp01: number = 0;
232
+ private _lookTargetLerpDuration: number = 0;
233
+
234
+ private _cameraLerpActive: boolean = false;
235
+ private _cameraStartPosition: Vector3 = new Vector3();
236
+ private _cameraEndPosition: Vector3 = new Vector3();
237
+ private _cameraLerp01: number = 0;
238
+ private _cameraLerpDuration: number = 0;
239
+
240
+ private _fovLerpActive: boolean = false;
241
+ private _fovLerpStartValue: number = 0;
242
+ private _fovLerpEndValue: number = 0;
243
+ private _fovLerp01: number = 0;
244
+ private _fovLerpDuration: number = 0;
245
+
246
+ private _inputs: number = 0;
247
+ private _enableTime: number = 0; // use to disable double click when double clicking on UI
248
+ private _startedListeningToKeyEvents: boolean = false;
249
+
250
+ private _eventSystem?: EventSystem;
251
+ private _afterHandleInputFn?: any;
252
+ private _camera: Camera | null = null;
253
+ private _syncedTransform?: SyncedTransform;
254
+ private _didSetTarget = 0;
255
+
256
+ targetElement: HTMLElement | null = null;
257
+
258
+ /** @internal */
259
+ awake(): void {
260
+ if (debug) console.debug("OrbitControls", this);
261
+ this._didSetTarget = 0;
262
+ this._startedListeningToKeyEvents = false;
263
+ }
264
+
265
+ /** @internal */
266
+ start() {
267
+ this._eventSystem = EventSystem.get(this.context) ?? undefined;
268
+ if (this._eventSystem) {
269
+ this._afterHandleInputFn = this.afterHandleInput.bind(this);
270
+ this._eventSystem.addEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
271
+ }
272
+ }
273
+
274
+ /** @internal */
275
+ onDestroy() {
276
+ this._controls?.dispose();
277
+ this._eventSystem?.removeEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
278
+ }
279
+
280
+ /** @internal */
281
+ onEnable() {
282
+ this._didSetTarget = 0;
283
+ this._enableTime = this.context.time.time;
284
+ const cameraComponent = GameObject.getComponent(this.gameObject, Camera);
285
+ this._camera = cameraComponent;
286
+ let cam = cameraComponent?.threeCamera;
287
+ if (!cam && this.gameObject instanceof PerspectiveCamera) {
288
+ cam = this.gameObject;
289
+ }
290
+ if (cam) setCameraController(cam, this, true);
291
+ if (!this._controls && cam instanceof Object3D) {
292
+ this._cameraObject = cam;
293
+ // Using the parent if possible to make it possible to disable input on the canvas
294
+ // for having HTML content behind it and still receive input
295
+ const element = this.targetElement ?? this.context.renderer.domElement;
296
+ // HACK: workaround for three orbit controls forcing an update when being created....
297
+ const mat = cam?.quaternion.clone();
298
+ this._controls = new ThreeOrbitControls(cam!, element);
299
+ cam?.quaternion.copy(mat!)
300
+ if (defaultKeys === undefined) defaultKeys = { ...this._controls.keys };
301
+ // set controls look point in front of the current camera by default
302
+ // it may be overriden by the autoTarget feature
303
+ // but if we don't do this and autoTarget is OFF then the camera will turn to look at 0 0 0 of the scene
304
+ const worldPosition = getWorldPosition(cam);
305
+ const forward = this.gameObject.worldForward;
306
+ const dist = 2.5;
307
+ const lookAt = worldPosition.clone().sub(forward.multiplyScalar(dist));
308
+ this._controls.target.copy(lookAt);
309
+ }
310
+
311
+ if (this._controls) {
312
+ if (freeCam) {
313
+ this.enablePan = true;
314
+ this.enableZoom = true;
315
+ this.middleClickToFocus = true;
316
+ if (DeviceUtilities.isMobileDevice()) this.doubleClickToFocus = true;
317
+ }
318
+ this._controls.addEventListener("start", this.onControlsChangeStarted);
319
+ this._controls.addEventListener("end", this.onControlsChangeEnded);
320
+
321
+ if (!this._startedListeningToKeyEvents && this.enableKeys) {
322
+ this._startedListeningToKeyEvents = true;
323
+ this._controls.listenToKeyEvents(this.context.domElement);
324
+ }
325
+ else {
326
+ try {
327
+ this._controls.stopListenToKeyEvents();
328
+ } catch { /** this fails if we never listened to key events... */ }
329
+ }
330
+ }
331
+ this._syncedTransform = GameObject.getComponent(this.gameObject, SyncedTransform) ?? undefined;
332
+ this.context.pre_render_callbacks.push(this.__onPreRender);
333
+
334
+ this._activePointerEvents = [];
335
+ this.context.input.addEventListener("pointerdown", this._onPointerDown, { queue: InputEventQueue.Early });
336
+ this.context.input.addEventListener("pointerdown", this._onPointerDownLate, { queue: InputEventQueue.Late });
337
+ this.context.input.addEventListener("pointerup", this._onPointerUp, { queue: InputEventQueue.Early });
338
+ this.context.input.addEventListener("pointerup", this._onPointerUpLate, { queue: InputEventQueue.Late });
339
+ }
340
+
341
+ /** @internal */
342
+ onDisable() {
343
+ if (this._camera?.threeCamera) {
344
+ setCameraController(this._camera.threeCamera, this, false);
345
+ }
346
+ if (this._controls) {
347
+ this._controls.enabled = false;
348
+ this._controls.autoRotate = false;
349
+ this._controls.removeEventListener("start", this.onControlsChangeStarted);
350
+ this._controls.removeEventListener("end", this.onControlsChangeEnded);
351
+ try {
352
+ this._controls.stopListenToKeyEvents();
353
+ } catch { /** this fails if we never listened to key events... */ }
354
+ this._startedListeningToKeyEvents = false;
355
+ }
356
+ this._activePointerEvents.length = 0;
357
+ this.context.input.removeEventListener("pointerdown", this._onPointerDown);
358
+ this.context.input.removeEventListener("pointerdown", this._onPointerDownLate);
359
+ this.context.input.removeEventListener("pointerup", this._onPointerUp);
360
+ this.context.input.removeEventListener("pointerup", this._onPointerUpLate);
361
+ }
362
+
363
+ private _activePointerEvents!: NEPointerEvent[];
364
+ private _lastTimeClickOnBackground: number = -1;
365
+ private _clickOnBackgroundCount: number = 0;
366
+
367
+ private _onPointerDown = (_evt: NEPointerEvent) => {
368
+ this._activePointerEvents.push(_evt);
369
+ }
370
+ private _onPointerDownLate = (evt: NEPointerEvent) => {
371
+ if (evt.used && this._controls) {
372
+ // Disabling orbit controls here because otherwise we get a slight movement when e.g. using DragControls
373
+ this._controls.enabled = false;
374
+ }
375
+ }
376
+
377
+ private _onPointerUp = (evt: NEPointerEvent) => {
378
+ // make sure we cleanup the active pointer events
379
+ for (let i = this._activePointerEvents.length - 1; i >= 0; i--) {
380
+ const registered = this._activePointerEvents[i];
381
+ if (registered.pointerId === evt.pointerId && registered.button === evt.button) {
382
+ this._activePointerEvents.splice(i, 1);
383
+ break;
384
+ }
385
+ }
386
+
387
+ if (this.clickBackgroundToFitScene > 0 && evt.isClick && evt.button === 0) {
388
+
389
+ // it's possible that we didnt raycast in this frame
390
+ if (!evt.hasRay) {
391
+ evt.intersections.push(...this.context.physics.raycast());
392
+ }
393
+
394
+ if (evt.intersections.length <= 0) {
395
+ const dt = this.context.time.time - this._lastTimeClickOnBackground;
396
+ this._lastTimeClickOnBackground = this.context.time.time;
397
+ if (this.clickBackgroundToFitScene <= 1 || dt < this.clickBackgroundToFitScene * .15) {
398
+ this._clickOnBackgroundCount += 1;
399
+ if (this._clickOnBackgroundCount >= this.clickBackgroundToFitScene - 1)
400
+ this.fitCamera(this.context.scene.children, {
401
+ immediate: false
402
+ });
403
+ }
404
+ else {
405
+ this._clickOnBackgroundCount = 0;
406
+ }
407
+ }
408
+
409
+ if (debug) console.log(this.clickBackgroundToFitScene, evt.intersections.length, this._clickOnBackgroundCount)
410
+ }
411
+ };
412
+
413
+ private _onPointerUpLate = (evt: NEPointerEvent) => {
414
+ if (this.doubleClickToFocus && evt.isDoubleClick && !evt.used) {
415
+ this.setTargetFromRaycast();
416
+ }
417
+ // Automatically update the camera focus
418
+ // else if (!evt.used && this.autoTarget) {
419
+ // this.updateTargetNow();
420
+ // }
421
+ };
422
+
423
+ private updateTargetNow() {
424
+ const ray = new Ray(this._cameraObject?.worldPosition, this._cameraObject?.worldForward.multiplyScalar(-1));
425
+ const hits = this.context.physics.raycastFromRay(ray);
426
+ const hit = hits.length > 0 ? hits[0] : undefined;
427
+ if (hit && hit.distance > this.minZoom && hit.distance < this.maxZoom) {
428
+ if (debug) Gizmos.DrawWireSphere(hit.point, 0.1, 0xff0000, 2);
429
+ this._controls?.target.copy(hits[0].point);
430
+ }
431
+ }
432
+
433
+ private _orbitStartAngle: number = 0;
434
+ private onControlsChangeStarted = () => {
435
+ if (this._controls) {
436
+ this._orbitStartAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
437
+ }
438
+ if (this._syncedTransform) {
439
+ this._syncedTransform.requestOwnership();
440
+ }
441
+ }
442
+ private onControlsChangeEnded = () => {
443
+
444
+ if (this._controls) {
445
+ if (this.autoTarget) {
446
+ const newAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
447
+ const delta = newAngle - this._orbitStartAngle;
448
+ if (Math.abs(delta) < .01) {
449
+ if (debug) console.debug("OrbitControls: No movement detected, updating target now");
450
+ this.updateTargetNow();
451
+ }
452
+ else if(debug) console.debug("OrbitControls: Movement detected", delta);
453
+ }
454
+ }
455
+
456
+ }
457
+
458
+ private _shouldDisable: boolean = false;
459
+ private afterHandleInput(evt: CustomEvent<AfterHandleInputEvent>) {
460
+ if (evt.detail.args.pointerId === 0) {
461
+ if (evt.detail.args.isDown) {
462
+ if (this._controls && this._eventSystem) {
463
+ this._shouldDisable = this._eventSystem.hasActiveUI;
464
+ }
465
+ }
466
+ else if (!evt.detail.args.isPressed || evt.detail.args.isUp) {
467
+ this._shouldDisable = false;
468
+ }
469
+ }
470
+ }
471
+
472
+
473
+ /** @internal */
474
+ onBeforeRender() {
475
+ if (!this._controls) return;
476
+ if (this._cameraObject !== this.context.mainCamera) {
477
+ this._controls.enabled = false;
478
+ return;
479
+ }
480
+ this._controls.enabled = true;
481
+
482
+ if (this.context.input.getPointerDown(1) || this.context.input.getPointerDown(2) || this.context.input.mouseWheelChanged || (this.context.input.getPointerPressed(0) && this.context.input.getPointerPositionDelta(0)?.length() || 0 > .1)) {
483
+ this._inputs += 1;
484
+ }
485
+ if (this._inputs > 0 && this.allowInterrupt) {
486
+ // if a user has disabled rotation but enabled auto rotate we don't want to change it when we receive input
487
+ if (this.enableRotate) {
488
+ this.autoRotate = false;
489
+ }
490
+ this._cameraLerpActive = false;
491
+ this._lookTargetLerpActive = false;
492
+ }
493
+ this._inputs = 0;
494
+
495
+
496
+ if (this.autoTarget) {
497
+ // we want to wait one frame so all matrixWorlds are updated
498
+ // otherwise raycasting will not work correctly
499
+ if (this._didSetTarget++ === 0) {
500
+ const camGo = GameObject.getComponent(this.gameObject, Camera);
501
+ if (camGo && !this.setLookTargetFromConstraint()) {
502
+ if (this.debugLog)
503
+ console.log("NO TARGET");
504
+ const worldPosition = getWorldPosition(camGo.threeCamera);
505
+ // Handle case where the camera is in 0 0 0 of the scene
506
+ // if the look at target is set to the camera position we can't move at all anymore
507
+ const distanceToCenter = Math.max(.01, worldPosition.length());
508
+ const forward = new Vector3(0, 0, -distanceToCenter).applyMatrix4(camGo.threeCamera.matrixWorld);
509
+ this.setLookTargetPosition(forward, true);
510
+ }
511
+ if (!this.setLookTargetFromConstraint()) {
512
+ const opts = new RaycastOptions();
513
+ // center of the screen:
514
+ opts.screenPoint = new Vector2(0, 0);
515
+ opts.lineThreshold = 0.1;
516
+ const hits = this.context.physics.raycast(opts);
517
+ if (hits.length > 0) {
518
+ this.setLookTargetPosition(hits[0].point, true);
519
+ }
520
+ if (debugCameraFit)
521
+ console.log("OrbitControls hits", ...hits);
522
+ }
523
+ }
524
+ }
525
+
526
+ const focusAtPointer = (this.middleClickToFocus && this.context.input.getPointerClicked(1));
527
+ if (focusAtPointer) {
528
+ this.setTargetFromRaycast();
529
+ }
530
+
531
+ if (this._lookTargetLerpActive || this._cameraLerpActive || this._fovLerpActive) {
532
+ // lerp the camera
533
+ if (this._cameraLerpActive && this._cameraObject) {
534
+ this._cameraLerp01 += this.context.time.deltaTime / this._cameraLerpDuration;
535
+ if (this._cameraLerp01 >= 1) {
536
+ this._cameraObject.position.copy(this._cameraEndPosition);
537
+ this._cameraLerpActive = false;
538
+ this.dispatchEvent(new CameraTargetReachedEvent(this, "camera"));
539
+ }
540
+ else {
541
+ const t = Mathf.easeInOutCubic(this._cameraLerp01);
542
+ this._cameraObject.position.lerpVectors(this._cameraStartPosition, this._cameraEndPosition, t);
543
+ }
544
+ }
545
+
546
+ // lerp the look target
547
+ if (this._lookTargetLerpActive) {
548
+ this._lookTargetLerp01 += this.context.time.deltaTime / this._lookTargetLerpDuration;
549
+ if (this._lookTargetLerp01 >= 1) {
550
+ this._controls.target.copy(this._lookTargetEndPosition);
551
+ this._lookTargetLerpActive = false;
552
+ this.dispatchEvent(new CameraTargetReachedEvent(this, "lookat"));
553
+ } else {
554
+ const t = Mathf.easeInOutCubic(this._lookTargetLerp01);
555
+ this._controls.target.lerpVectors(this._lookTargetStartPosition, this._lookTargetEndPosition, t);
556
+ }
557
+ }
558
+
559
+ // lerp the fov
560
+ if (this._fovLerpActive && this._cameraObject) {
561
+ const cam = this._cameraObject as PerspectiveCamera;
562
+ this._fovLerp01 += this.context.time.deltaTime / this._fovLerpDuration;
563
+ if (this._fovLerp01 >= 1) {
564
+ cam.fov = this._fovLerpEndValue;
565
+ this._fovLerpActive = false;
566
+ } else {
567
+ const t = Mathf.easeInOutCubic(this._fovLerp01);
568
+ cam.fov = Mathf.lerp(this._fovLerpStartValue, this._fovLerpEndValue, t);
569
+ }
570
+ cam.updateProjectionMatrix();
571
+ }
572
+ }
573
+
574
+
575
+ if (this._controls) {
576
+ if (this.debugLog)
577
+ this._controls.domElement = this.context.renderer.domElement;
578
+ this._controls.enabled = !this._shouldDisable && this._camera === this.context.mainCameraComponent && !this.context.isInXR && !this._activePointerEvents.some(e => e.used);
579
+ this._controls.keys = this.enableKeys ? defaultKeys : disabledKeys;
580
+ this._controls.autoRotate = this.autoRotate;
581
+ this._controls.autoRotateSpeed = this.autoRotateSpeed;
582
+ this._controls.enableZoom = this.enableZoom;
583
+ this._controls.zoomSpeed = this.zoomSpeed;
584
+ this._controls.zoomToCursor = this.zoomToCursor;
585
+ this._controls.enableDamping = this.enableDamping;
586
+ this._controls.dampingFactor = this.dampingFactor;
587
+ this._controls.enablePan = this.enablePan;
588
+ this._controls.enableRotate = this.enableRotate;
589
+ this._controls.minAzimuthAngle = this.minAzimuthAngle;
590
+ this._controls.maxAzimuthAngle = this.maxAzimuthAngle;
591
+ this._controls.minPolarAngle = this.minPolarAngle;
592
+ this._controls.maxPolarAngle = this.maxPolarAngle;
593
+ // set the min/max zoom if it's not a free cam
594
+ if (!freeCam) {
595
+ if (this._camera?.threeCamera?.type === "PerspectiveCamera") {
596
+ this._controls.minDistance = this.minZoom;
597
+ this._controls.maxDistance = this.maxZoom;
598
+ this._controls.minZoom = 0;
599
+ this._controls.maxZoom = Infinity;
600
+ }
601
+ else {
602
+ this._controls.minDistance = 0;
603
+ this._controls.maxDistance = Infinity;
604
+ this._controls.minZoom = this.minZoom;
605
+ this._controls.maxZoom = this.maxZoom;
606
+ }
607
+ }
608
+
609
+ if (typeof smoothcam === "number" || smoothcam === true) {
610
+ this._controls.enableDamping = true;
611
+ const factor = typeof smoothcam === "number" ? smoothcam : .99;
612
+ this._controls.dampingFactor = Math.max(.001, 1 - Math.min(1, factor));
613
+ }
614
+
615
+ if (!this.allowInterrupt) {
616
+ if (this._lookTargetLerpActive) {
617
+ this._controls.enablePan = false;
618
+ }
619
+ if (this._cameraLerpActive) {
620
+ this._controls.enableRotate = false;
621
+ this._controls.autoRotate = false;
622
+ }
623
+ if (this._lookTargetLerpActive || this._cameraLerpActive) {
624
+ this._controls.enableZoom = false;
625
+ }
626
+ }
627
+
628
+ // this._controls.zoomToCursor = this.zoomToCursor;
629
+ if (!this.context.isInXR) {
630
+ if (!freeCam && this.lookAtConstraint?.locked) this.setLookTargetFromConstraint(0, this.lookAtConstraint01);
631
+ this._controls.update(this.context.time.deltaTime);
632
+
633
+ if (debug) {
634
+ Gizmos.DrawWireSphere(this._controls.target, 0.1, 0x00ff00);
635
+ }
636
+ }
637
+ }
638
+
639
+ }
640
+
641
+ private __onPreRender = () => {
642
+
643
+ // We call this only once when the camera becomes active and use the engine pre_render_callbacks because they are run
644
+ // after all scripts have been executed
645
+ const index = this.context.pre_render_callbacks.indexOf(this.__onPreRender);
646
+ if (index >= 0) {
647
+ this.context.pre_render_callbacks.splice(index, 1);
648
+ }
649
+
650
+ if (this.autoFit) {
651
+ // we don't want to autofit again if the component is disabled and re-enabled
652
+ this.autoFit = false;
653
+ this.fitCamera({
654
+ centerCamera: "y",
655
+ immediate: true,
656
+ objects: this.scene.children,
657
+ })
658
+ }
659
+ }
660
+
661
+
662
+ /**
663
+ * Sets camera target position and look direction using a raycast in forward direction of the object.
664
+ *
665
+ * @param source The object to raycast from. If a camera is passed in the camera position will be used as the source.
666
+ * @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
667
+ *
668
+ * This is useful for example if you want to align your camera with an object in your scene (or another camera). Simply pass in this other camera object
669
+ * @returns true if the target was set successfully
670
+ */
671
+ public setCameraAndLookTarget(source: Object3D | Camera, immediateOrDuration: number | boolean = false): boolean {
672
+ if (!source) {
673
+ if (isDevEnvironment()) console.warn("[OrbitControls] setCameraAndLookTarget target is null");
674
+ return false;
675
+ }
676
+ if (!(source instanceof Object3D) && !(source instanceof Camera)) {
677
+ if (isDevEnvironment()) console.warn("[OrbitControls] setCameraAndLookTarget target is not an Object3D or Camera");
678
+ return false;
679
+ }
680
+ if (source instanceof Camera) {
681
+ source = source.gameObject;
682
+ }
683
+ const worldPosition = source.worldPosition;
684
+ const forward = source.worldForward;
685
+ const ray = new Ray(worldPosition, forward.multiplyScalar(-1));
686
+
687
+ if (debug) Gizmos.DrawRay(ray.origin, ray.direction, 0xff0000, 10);
688
+
689
+ if (!this.setTargetFromRaycast(ray, immediateOrDuration)) {
690
+ this.setLookTargetPosition(ray.at(2, getTempVector()), immediateOrDuration);
691
+ }
692
+
693
+ this.setCameraTargetPosition(worldPosition, immediateOrDuration);
694
+ return true;
695
+ }
696
+
697
+ /** Moves the camera to position smoothly.
698
+ * @param position The position in local space of the controllerObject to move the camera to. If null the camera will stop lerping to the target.
699
+ * @param immediateOrDuration If true the camera will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
700
+ */
701
+ public setCameraTargetPosition(position?: Object3D | Vector3Like | null, immediateOrDuration: boolean | number = false) {
702
+ if (!position) return;
703
+ if (position instanceof Object3D) {
704
+ position = getWorldPosition(position) as Vector3;
705
+ }
706
+ if (!this._cameraEndPosition) this._cameraEndPosition = new Vector3();
707
+ this._cameraEndPosition.copy(position);
708
+ if (immediateOrDuration === true) {
709
+ this._cameraLerpActive = false;
710
+ if (this._cameraObject) {
711
+ this._cameraObject.position.copy(this._cameraEndPosition);
712
+ }
713
+ }
714
+ else if (this._cameraObject) {
715
+ this._cameraLerpActive = true;
716
+ this._cameraLerp01 = 0;
717
+ this._cameraStartPosition.copy(this._cameraObject?.position);
718
+ if (typeof immediateOrDuration === "number") {
719
+ this._cameraLerpDuration = immediateOrDuration;
720
+ }
721
+ else this._cameraLerpDuration = this.targetLerpDuration;
722
+ }
723
+ }
724
+ // public setCameraTargetRotation(rotation: Vector3 | Euler | Quaternion, immediateOrDuration: boolean | number = false): void {
725
+ // if (!this._cameraObject) return;
726
+
727
+ // if (typeof immediateOrDuration === "boolean") immediateOrDuration = immediateOrDuration ? 0 : this.targetLerpDuration;
728
+
729
+ // const ray = new Ray(this._cameraObject.worldPosition, getTempVector(0, 0, 1));
730
+
731
+ // // if the camera is in the middle of lerping we use the end position for the raycast
732
+ // if (immediateOrDuration > 0 && this._cameraEndPosition && this._cameraLerpActive) {
733
+ // ray.origin = getTempVector(this._cameraEndPosition)
734
+ // }
735
+
736
+ // if (rotation instanceof Vector3) {
737
+ // rotation = new Euler().setFromVector3(rotation);
738
+ // }
739
+ // if (rotation instanceof Euler) {
740
+ // rotation = new Quaternion().setFromEuler(rotation);
741
+ // }
742
+
743
+ // ray.direction.applyQuaternion(rotation);
744
+ // ray.direction.multiplyScalar(-1);
745
+
746
+ // const hits = this.context.physics.raycastFromRay(ray);
747
+
748
+ // if (hits.length > 0) {
749
+ // this.setCameraTargetPosition(hits[0].point, immediateOrDuration);
750
+ // }
751
+ // else {
752
+ // this.setLookTargetPosition(ray.at(2, getTempVector()));
753
+ // }
754
+ // }
755
+
756
+ /** True while the camera position is being lerped */
757
+ get cameraLerpActive() { return this._cameraLerpActive; }
758
+ /** Call to stop camera position lerping */
759
+ public stopCameraLerp() {
760
+ this._cameraLerpActive = false;
761
+ }
762
+
763
+ public setFieldOfView(fov: number | undefined, immediateOrDuration: boolean | number = false) {
764
+ if (!this._controls) return;
765
+ if (typeof fov !== "number") return;
766
+ const cam = this._camera?.threeCamera as PerspectiveCamera;
767
+ if (!cam) return;
768
+ if (immediateOrDuration === true) {
769
+ cam.fov = fov;
770
+ }
771
+ else {
772
+ this._fovLerpActive = true;
773
+ this._fovLerp01 = 0;
774
+ this._fovLerpStartValue = cam.fov;
775
+ this._fovLerpEndValue = fov;
776
+ if (typeof immediateOrDuration === "number") {
777
+ this._fovLerpDuration = immediateOrDuration;
778
+ }
779
+ else this._fovLerpDuration = this.targetLerpDuration;
780
+ }
781
+ }
782
+
783
+ /** Moves the camera look-at target to a position smoothly.
784
+ * @param position The position in world space to move the camera target to. If null the camera will stop lerping to the target.
785
+ * @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
786
+ */
787
+ public setLookTargetPosition(position: Object3D | Vector3Like | null = null, immediateOrDuration: boolean | number = false) {
788
+ if (!this._controls) return;
789
+ if (!position) return
790
+ if (position instanceof Object3D) {
791
+ position = getWorldPosition(position) as Vector3;
792
+ }
793
+ this._lookTargetEndPosition.copy(position);
794
+
795
+ // if a user calls setLookTargetPosition we don't want to perform autoTarget in onBeforeRender (and override whatever the user set here)
796
+ this._didSetTarget++;
797
+
798
+ if (debug) {
799
+ console.warn("OrbitControls: setLookTargetPosition", position, immediateOrDuration);
800
+ Gizmos.DrawWireSphere(this._lookTargetEndPosition, .2, 0xff0000, 2);
801
+ }
802
+
803
+ if (immediateOrDuration === true) {
804
+ this._controls.target.copy(this._lookTargetEndPosition);
805
+ }
806
+ else {
807
+ this._lookTargetLerpActive = true;
808
+ this._lookTargetLerp01 = 0;
809
+ this._lookTargetStartPosition.copy(this._controls.target);
810
+ if (typeof immediateOrDuration === "number") {
811
+ this._lookTargetLerpDuration = immediateOrDuration;
812
+ }
813
+ else this._lookTargetLerpDuration = this.targetLerpDuration;
814
+ }
815
+ }
816
+ /** True while the camera look target is being lerped */
817
+ get lookTargetLerpActive() { return this._lookTargetLerpActive; }
818
+ /** Call to stop camera look target lerping */
819
+ public stopLookTargetLerp() {
820
+ this._lookTargetLerpActive = false;
821
+ }
822
+
823
+ /** Sets the look at target from an assigned lookAtConstraint source by index
824
+ * @param index The index of the source to use
825
+ * @param t The interpolation factor between the current look at target and the new target
826
+ */
827
+ private setLookTargetFromConstraint(index: number = 0, t: number = 1): boolean {
828
+ if (!this._controls) return false;
829
+ if (this.lookAtConstraint?.enabled === false) return false;
830
+ const sources = this.lookAtConstraint?.sources;
831
+ if (sources && sources.length > 0) {
832
+ const target = sources[index];
833
+ if (target) {
834
+ target.getWorldPosition(this._lookTargetEndPosition);
835
+ this.lerpLookTarget(this._lookTargetEndPosition, t);
836
+ return true;
837
+ }
838
+ }
839
+ return false;
840
+ }
841
+
842
+ /** @deprecated use `controls.target.lerp(position, delta)` */
843
+ public lerpTarget(position: Vector3, delta: number) { return this.lerpLookTarget(position, delta); }
844
+
845
+ private lerpLookTarget(position: Vector3, delta: number) {
846
+ if (!this._controls) return;
847
+ if (delta >= 1) this._controls.target.copy(position);
848
+ else this._controls.target.lerp(position, delta);
849
+ }
850
+
851
+ private setTargetFromRaycast(ray?: Ray, immediateOrDuration: number | boolean = false): boolean {
852
+ if (!this.controls) return false;
853
+ const rc = ray ? this.context.physics.raycastFromRay(ray) : this.context.physics.raycast();
854
+ for (const hit of rc) {
855
+ if (hit.distance > 0 && GameObject.isActiveInHierarchy(hit.object)) {
856
+
857
+ const uiComponent = tryGetUIComponent(hit.object);
858
+ if (uiComponent) {
859
+ const canvas = uiComponent.canvas;
860
+ if (canvas?.screenspace) {
861
+ break;
862
+ }
863
+ }
864
+ this.setLookTargetPosition(hit.point, immediateOrDuration);
865
+ return true;
866
+ }
867
+ }
868
+ return false;
869
+ }
870
+
871
+ // Adapted from https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
872
+ // Slower but better implementation that takes bones and exact vertex positions into account: https://github.com/google/model-viewer/blob/04e900c5027de8c5306fe1fe9627707f42811b05/packages/model-viewer/src/three-components/ModelScene.ts#L321
873
+ /**
874
+ * Fits the camera to show the objects provided (defaults to the scene if no objects are passed in)
875
+ */
876
+ fitCamera(options?: FitCameraOptions);
877
+ fitCamera(objects?: Object3D | Array<Object3D>, options?: Omit<FitCameraOptions, "objects">);
878
+ fitCamera(objectsOrOptions?: Object3D | Array<Object3D> | FitCameraOptions, options?: FitCameraOptions) {
879
+
880
+ if (this.context.isInXR) {
881
+ // camera fitting in XR is not supported
882
+ return;
883
+ }
884
+
885
+ let objects: Object3D | Array<Object3D> | undefined = undefined;
886
+
887
+ // If the user passed in an array as first argument
888
+ if (Array.isArray(objectsOrOptions)) {
889
+ objects = objectsOrOptions;
890
+ }
891
+ // If the user passed in an object as first argument
892
+ else if (objectsOrOptions && "type" in objectsOrOptions) {
893
+ objects = objectsOrOptions.children;
894
+ }
895
+ // If the user passed in an object as first argument and options as second argument
896
+ else if (objectsOrOptions && "objects" in objectsOrOptions) {
897
+ objects = objectsOrOptions?.objects;
898
+ options = objectsOrOptions;
899
+ }
900
+
901
+ // Ensure objects are setup correctly
902
+ if (objects && !Array.isArray(objects)) {
903
+ objects = objects.children;
904
+ }
905
+
906
+ if (!Array.isArray(objects) || objects && objects.length <= 0) {
907
+ objects = this.context.scene.children;
908
+ }
909
+
910
+ // Make sure there's anything to fit to
911
+ if (!Array.isArray(objects) || objects.length <= 0) {
912
+ console.warn("No objects to fit camera to...");
913
+ return;
914
+ }
915
+
916
+ const camera = this._cameraObject as PerspectiveCamera;
917
+ const controls = this._controls as ThreeOrbitControls | null;
918
+
919
+ if (!camera || !controls) {
920
+ console.warn("No camera or controls found to fit camera to objects...");
921
+ return;
922
+ }
923
+
924
+ if (!options) options = {}
925
+ const { immediate = false, centerCamera = "y", cameraNearFar = "auto", fitOffset = 1.1, fov = camera?.fov } = options;
926
+
927
+ const size = new Vector3();
928
+ const center = new Vector3();
929
+ // TODO would be much better to calculate the bounds in camera space instead of world space -
930
+ // we would get proper view-dependant fit.
931
+ // Right now it's independent from where the camera is actually looking from,
932
+ // and thus we're just getting some maximum that will work for sure.
933
+ const box = getBoundingBox(objects, undefined, this._camera?.threeCamera?.layers);
934
+ const boxCopy = box.clone();
935
+
936
+ camera.updateMatrixWorld();
937
+ camera.updateProjectionMatrix();
938
+ box.getCenter(center);
939
+
940
+ const box_size = new Vector3();
941
+ box.getSize(box_size);
942
+
943
+ // project this box into camera space
944
+ box.applyMatrix4(camera.matrixWorldInverse);
945
+
946
+ box.getSize(size);
947
+ box.setFromCenterAndSize(center, size);
948
+ if (Number.isNaN(size.x) || Number.isNaN(size.y) || Number.isNaN(size.z)) {
949
+ console.warn("Camera fit size resultet in NaN", camera, box, [...objects]);
950
+ return;
951
+ }
952
+ if (size.length() <= 0.0000000001) {
953
+ if (debugCameraFit) console.warn("Camera fit size is zero", box, [...objects]);
954
+ return;
955
+ }
956
+
957
+ const verticalFov = options.fov || camera.fov;
958
+ const horizontalFov = 2 * Math.atan(Math.tan(verticalFov * Math.PI / 360 / 2) * camera.aspect) / Math.PI * 360;
959
+ const fitHeightDistance = size.y / (2 * Math.atan(Math.PI * verticalFov / 360));
960
+ const fitWidthDistance = size.x / (2 * Math.atan(Math.PI * horizontalFov / 360));
961
+
962
+ const distance = fitOffset * Math.max(fitHeightDistance, fitWidthDistance) + size.z / 2;
963
+
964
+ if (debugCameraFit) {
965
+ console.log("Fit camera to objects", { fitHeightDistance, fitWidthDistance, distance, verticalFov, horizontalFov });
966
+ }
967
+
968
+ this.maxZoom = distance * 10;
969
+ this.minZoom = distance * 0.01;
970
+
971
+ const verticalOffset = 0.05;
972
+
973
+ const lookAt = center.clone();
974
+ lookAt.y -= size.y * verticalOffset;
975
+ this.setLookTargetPosition(lookAt, immediate);
976
+ this.setFieldOfView(options.fov, immediate);
977
+
978
+ if (cameraNearFar == undefined || cameraNearFar == "auto") {
979
+ // Check if the scene has a GroundProjectedEnv and include the scale to the far plane so that it doesnt cut off
980
+ const groundprojection = GameObject.findObjectOfType(GroundProjectedEnv);
981
+ const groundProjectionRadius = groundprojection ? groundprojection.radius : 0;
982
+ const boundsMax = Math.max(box_size.x, box_size.y, box_size.z, groundProjectionRadius);
983
+ // TODO: this doesnt take the Camera component nearClipPlane into account
984
+ camera.near = (distance / 100);
985
+ camera.far = boundsMax + distance * 10;
986
+
987
+ // adjust maxZoom so that the ground projection radius is always inside
988
+ if (groundprojection) {
989
+ this.maxZoom = Math.max(Math.min(this.maxZoom, groundProjectionRadius * 0.5), distance);
990
+ }
991
+ }
992
+
993
+ // ensure we're not clipping out of the current zoom level just because we're fitting
994
+ const currentZoom = controls.getDistance();
995
+ if (currentZoom < this.minZoom) this.minZoom = currentZoom * 0.9;
996
+ if (currentZoom > this.maxZoom) this.maxZoom = currentZoom * 1.1;
997
+
998
+ camera.updateMatrixWorld();
999
+ camera.updateProjectionMatrix();
1000
+
1001
+ const cameraWp = getWorldPosition(camera);
1002
+ const direction = center.clone();
1003
+ direction.sub(cameraWp);
1004
+ if (centerCamera === "y")
1005
+ direction.y = 0;
1006
+ direction.normalize();
1007
+ direction.multiplyScalar(distance);
1008
+ if (centerCamera === "y")
1009
+ direction.y += -verticalOffset * 4 * distance;
1010
+
1011
+ let cameraLocalPosition = center.clone().sub(direction);
1012
+ if (camera.parent) {
1013
+ cameraLocalPosition = camera.parent.worldToLocal(cameraLocalPosition);
1014
+ }
1015
+ this.setCameraTargetPosition(cameraLocalPosition, immediate);
1016
+
1017
+ if (debugCameraFit) {
1018
+ const helper = new Box3Helper(box);
1019
+ this.context.scene.add(helper);
1020
+ setWorldRotation(helper, getWorldRotation(camera));
1021
+ setTimeout(() => {
1022
+ this.context.scene.remove(helper);
1023
+ }, 10_000);
1024
+ Gizmos.DrawWireBox3(boxCopy, 0x00ff00, 10);
1025
+
1026
+ if (!this._haveAttachedKeyboardEvents) {
1027
+ this._haveAttachedKeyboardEvents = true;
1028
+ document.body.addEventListener("keydown", (e) => {
1029
+ if (e.code === "KeyF") {
1030
+ // random fov for easier debugging of fov-based fitting
1031
+ let fov: number | undefined = undefined;
1032
+ if (this._cameraObject instanceof PerspectiveCamera) fov = (Math.random() * Math.random()) * 170 + 10;
1033
+ this.fitCamera({ objects, fitOffset, immediate: false, fov });
1034
+ }
1035
+ if (e.code === "KeyV") {
1036
+ if (this._cameraObject instanceof PerspectiveCamera) this._cameraObject.fov = 60;
1037
+ }
1038
+ });
1039
+ }
1040
+ }
1041
+
1042
+ controls.update();
1043
+ }
1044
+
1045
+ private _haveAttachedKeyboardEvents: boolean = false;
1046
+ }
1047
+
1048
+
1049
+ /**
1050
+ * Options for fitting the camera to the scene. Used in {@link OrbitControls.fitCamera}
1051
+ */
1052
+ declare type FitCameraOptions = {
1053
+ /**
1054
+ * The objects to fit the camera to. If not provided the scene children will be used
1055
+ */
1056
+ objects?: Object3D[] | Object3D;
1057
+ /** Fit offset: A factor to multiply the distance to the objects by
1058
+ * @default 1.1
1059
+ */
1060
+ fitOffset?: number,
1061
+ /** If true the camera will move immediately to the new position, otherwise it will lerp
1062
+ * @default false
1063
+ */
1064
+ immediate?: boolean,
1065
+ /** If set to "y" the camera will be centered in the y axis */
1066
+ centerCamera?: "none" | "y",
1067
+ cameraNearFar?: "keep" | "auto",
1068
+ fov?: number,
1069
1069
  }