@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
@@ -1,467 +1,467 @@
1
- import { CubeCamera, Scene, WebGLCubeRenderTarget } from 'three';
2
- import { isDevEnvironment } from "./debug/index.js";
3
- import * as constants from "./engine_constants.js";
4
- import { ContextRegistry } from "./engine_context_registry.js";
5
- import { isActiveSelf } from './engine_gameobject.js';
6
- import { safeInvoke } from "./engine_generic_utils.js";
7
- import { getParam } from './engine_utils.js';
8
- const debug = getParam("debugnewscripts");
9
- const debugHierarchy = getParam("debughierarchy");
10
- // if some other script adds new scripts in onEnable or awake
11
- // the original array should be cleared before processing it
12
- // so we use this copy buffer
13
- const new_scripts_buffer = [];
14
- /** @internal */
15
- export function hasNewScripts() {
16
- return new_scripts_buffer.length > 0;
17
- }
18
- /**
19
- * This method is called by the engine to process new scripts that were added to the scene.
20
- * It will call the registering method on the script, then the awake method and finally the onEnable method.
21
- * @internal
22
- */
23
- export function processNewScripts(context) {
24
- if (debug)
25
- console.log("Register new components", context.new_scripts.length, [...context.new_scripts], context.alias ? ("element: " + context.alias) : context["hash"], context);
26
- if (context.new_scripts_pre_setup_callbacks.length > 0) {
27
- for (const cb of context.new_scripts_pre_setup_callbacks) {
28
- if (!cb)
29
- continue;
30
- cb();
31
- }
32
- context.new_scripts_pre_setup_callbacks.length = 0;
33
- }
34
- if (context.new_scripts.length <= 0)
35
- return;
36
- // TODO: update all the code from above to use this logic
37
- // basically code gen should add the scripts to new scripts
38
- // and this code below should go into some util method
39
- new_scripts_buffer.length = 0;
40
- if (context.new_scripts.length > 0) {
41
- new_scripts_buffer.push(...context.new_scripts);
42
- }
43
- context.new_scripts.length = 0;
44
- // Check valid scripts and add all valid to the scripts array
45
- for (let i = 0; i < new_scripts_buffer.length; i++) {
46
- try {
47
- const script = new_scripts_buffer[i];
48
- if (script.isComponent !== true) {
49
- if (isDevEnvironment() || debug)
50
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
51
- new_scripts_buffer.splice(i, 1);
52
- i--;
53
- continue;
54
- }
55
- if (script.destroyed)
56
- continue;
57
- if (!script.gameObject) {
58
- console.warn("Component can not be initialized: no GameObject assigned.\nDid you add and remove a component in the same frame?");
59
- new_scripts_buffer.splice(i, 1);
60
- i--;
61
- continue;
62
- }
63
- script.context = context;
64
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
65
- addScriptToArrays(script, context);
66
- }
67
- catch (err) {
68
- console.error(err);
69
- removeScriptFromContext(new_scripts_buffer[i], context);
70
- new_scripts_buffer.splice(i, 1);
71
- i--;
72
- }
73
- }
74
- // Awake
75
- for (let i = 0; i < new_scripts_buffer.length; i++) {
76
- try {
77
- const script = new_scripts_buffer[i];
78
- if (script.destroyed) {
79
- removeScriptFromContext(new_scripts_buffer[i], context);
80
- new_scripts_buffer.splice(i, 1);
81
- i--;
82
- continue;
83
- }
84
- if (script.registering) {
85
- try {
86
- script.registering();
87
- }
88
- catch (err) {
89
- console.error(err);
90
- }
91
- }
92
- // console.log(script, script.gameObject)
93
- // TODO: we should not call awake on components with inactive gameobjects
94
- if (script.__internalAwake !== undefined) {
95
- if (!script.gameObject) {
96
- console.error("Calling awake for a component without a GameObject", script, script.gameObject);
97
- }
98
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
99
- if (script.activeAndEnabled)
100
- safeInvoke(script.__internalAwake.bind(script));
101
- // registerPrewarmObject(script.gameObject, context);
102
- }
103
- }
104
- catch (err) {
105
- console.error(err);
106
- removeScriptFromContext(new_scripts_buffer[i], context);
107
- new_scripts_buffer.splice(i, 1);
108
- i--;
109
- }
110
- }
111
- // OnEnable
112
- for (let i = 0; i < new_scripts_buffer.length; i++) {
113
- try {
114
- const script = new_scripts_buffer[i];
115
- if (script.destroyed)
116
- continue;
117
- // console.log(script, script.enabled, script.activeAndEnabled);
118
- if (script.enabled === false)
119
- continue;
120
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
121
- if (script.activeAndEnabled === false)
122
- continue;
123
- if (script.__internalEnable !== undefined) {
124
- script.enabled = true;
125
- safeInvoke(script.__internalEnable.bind(script));
126
- }
127
- }
128
- catch (err) {
129
- console.error(err);
130
- removeScriptFromContext(new_scripts_buffer[i], context);
131
- new_scripts_buffer.splice(i, 1);
132
- i--;
133
- }
134
- }
135
- // Enqueue Start
136
- for (let i = 0; i < new_scripts_buffer.length; i++) {
137
- try {
138
- const script = new_scripts_buffer[i];
139
- if (script.destroyed)
140
- continue;
141
- if (!script.gameObject)
142
- continue;
143
- context.new_script_start.push(script);
144
- }
145
- catch (err) {
146
- console.error(err);
147
- removeScriptFromContext(new_scripts_buffer[i], context);
148
- new_scripts_buffer.splice(i, 1);
149
- i--;
150
- }
151
- }
152
- // for (const script of new_scripts_buffer) {
153
- // if (script.destroyed) continue;
154
- // context.scripts.push(script);
155
- // }
156
- new_scripts_buffer.length = 0;
157
- // if(new_scripts_post_setup_callbacks.length > 0) console.log(new_scripts_post_setup_callbacks);
158
- for (const cb of context.new_scripts_post_setup_callbacks) {
159
- if (cb)
160
- cb();
161
- }
162
- context.new_scripts_post_setup_callbacks.length = 0;
163
- }
164
- /** @internal */
165
- export function processRemoveFromScene(script) {
166
- if (!script)
167
- return;
168
- script.__internalDisable(true);
169
- removeScriptFromContext(script, script.context);
170
- }
171
- /** @internal */
172
- export function processStart(context, object) {
173
- // Call start on scripts
174
- for (let i = 0; i < context.new_script_start.length; i++) {
175
- try {
176
- const script = context.new_script_start[i];
177
- if (object !== undefined && script.gameObject !== object)
178
- continue;
179
- if (script.destroyed)
180
- continue;
181
- if (script.activeAndEnabled === false) {
182
- continue;
183
- }
184
- // keep them in queue until script has started
185
- // call awake if the script was inactive before
186
- safeInvoke(script.__internalAwake.bind(script));
187
- if (script.enabled) {
188
- safeInvoke(script.__internalEnable.bind(script));
189
- // now call start
190
- safeInvoke(script.__internalStart.bind(script));
191
- context.new_script_start.splice(i, 1);
192
- i--;
193
- }
194
- }
195
- catch (err) {
196
- console.error(err);
197
- removeScriptFromContext(context.new_script_start[i], context);
198
- context.new_script_start.splice(i, 1);
199
- i--;
200
- }
201
- }
202
- }
203
- /** @internal */
204
- export function addScriptToArrays(script, context) {
205
- // TODO: not sure if this is ideal - maybe we should add a map if we have many scripts?
206
- const index = context.scripts.indexOf(script);
207
- if (index !== -1)
208
- return;
209
- context.scripts.push(script);
210
- if (script.earlyUpdate)
211
- context.scripts_earlyUpdate.push(script);
212
- if (script.update)
213
- context.scripts_update.push(script);
214
- if (script.lateUpdate)
215
- context.scripts_lateUpdate.push(script);
216
- if (script.onBeforeRender)
217
- context.scripts_onBeforeRender.push(script);
218
- if (script.onAfterRender)
219
- context.scripts_onAfterRender.push(script);
220
- if (script.onPausedChanged)
221
- context.scripts_pausedChanged.push(script);
222
- if (isNeedleXRSessionEventReceiver(script, null))
223
- context.new_scripts_xr.push(script);
224
- // do we want to check if a XR session is active before adding scripts here?
225
- if (isNeedleXRSessionEventReceiver(script, "immersive-vr"))
226
- context.scripts_immersive_vr.push(script);
227
- if (isNeedleXRSessionEventReceiver(script, "immersive-ar"))
228
- context.scripts_immersive_ar.push(script);
229
- }
230
- /** @internal */
231
- export function removeScriptFromContext(script, context) {
232
- removeFromArray(script, context.new_scripts);
233
- removeFromArray(script, context.new_script_start);
234
- removeFromArray(script, context.scripts);
235
- removeFromArray(script, context.scripts_earlyUpdate);
236
- removeFromArray(script, context.scripts_update);
237
- removeFromArray(script, context.scripts_lateUpdate);
238
- removeFromArray(script, context.scripts_onBeforeRender);
239
- removeFromArray(script, context.scripts_onAfterRender);
240
- removeFromArray(script, context.scripts_pausedChanged);
241
- removeFromArray(script, context.new_scripts_xr);
242
- removeFromArray(script, context.scripts_immersive_vr);
243
- removeFromArray(script, context.scripts_immersive_ar);
244
- context.stopAllCoroutinesFrom(script);
245
- }
246
- function removeFromArray(script, array) {
247
- const index = array.indexOf(script);
248
- if (index >= 0)
249
- array.splice(index, 1);
250
- }
251
- /** @internal */
252
- export function isNeedleXRSessionEventReceiver(script, mode) {
253
- if (script) {
254
- const i = script;
255
- if (i.onBeforeXR ||
256
- i.onEnterXR ||
257
- i.onUpdateXR ||
258
- i.onLeaveXR ||
259
- i.onXRControllerAdded ||
260
- i.onXRControllerRemoved) {
261
- if (mode != null) {
262
- if (i.supportsXR?.(mode) === false)
263
- return false;
264
- }
265
- return true;
266
- }
267
- }
268
- return false;
269
- }
270
- /** @internal */
271
- export function updateIsActive(obj) {
272
- if (!obj)
273
- obj = ContextRegistry.Current.scene;
274
- if (!obj) {
275
- console.trace("Invalid call - no current context.");
276
- return;
277
- }
278
- const activeSelf = isActiveSelf(obj);
279
- const wasSuccessful = updateIsActiveInHierarchyRecursiveRuntime(obj, activeSelf, true);
280
- if (!wasSuccessful) {
281
- if (debug || isDevEnvironment()) {
282
- console.error("Error updating hierarchy\nDo you have circular references in your project? <a target=\"_blank\" href=\"https://docs.needle.tools/circular-reference\"> Click here for more information.", obj);
283
- }
284
- else
285
- console.error("Failed to update active state in hierarchy of \"" + obj.name + "\"", obj);
286
- console.warn(" ↑ this error might be caused by circular references. Please make sure you don't have files with circular references (e.g. one GLB 1 is loading GLB 2 which is then loading GLB 1 again).");
287
- }
288
- }
289
- function updateIsActiveInHierarchyRecursiveRuntime(go, activeInHierarchy, allowEventCall, level = 0) {
290
- if (level > 1000) {
291
- console.warn("Hierarchy is too deep (> 1000 level) - will abort updating active state");
292
- return false;
293
- }
294
- const isActive = isActiveSelf(go);
295
- if (activeInHierarchy) {
296
- activeInHierarchy = isActive;
297
- // IF we update activeInHierarchy within a disabled hierarchy we need to check the parent
298
- if (activeInHierarchy && go.parent) {
299
- const parent = go.parent;
300
- activeInHierarchy = parent[constants.activeInHierarchyFieldName];
301
- if (activeInHierarchy === undefined) {
302
- // TODO: come up with a better solution for this. When we are in a r3f hierarchy (externally managed) and the parent flag is undefined we set it to true if the parent is NOT a scene. This activates the object by default. We should probably walk up the stack and check if we can find either the root Scene or any object that is disabled and use that to set the activeInHierarchy flag.
303
- if (parent instanceof Scene) {
304
- }
305
- else {
306
- activeInHierarchy = true;
307
- }
308
- }
309
- }
310
- }
311
- const prevActive = go[constants.activeInHierarchyFieldName];
312
- const changed = prevActive !== activeInHierarchy;
313
- go[constants.activeInHierarchyFieldName] = activeInHierarchy;
314
- // only raise events here if we didnt call enable etc already
315
- if (changed) {
316
- if (debugHierarchy)
317
- console.warn("ACTIVE CHANGE", go.name, isActive, go.visible, activeInHierarchy, "changed?" + changed, go);
318
- if (allowEventCall) {
319
- perComponent(go, comp => {
320
- if (activeInHierarchy) {
321
- if (comp.enabled) {
322
- safeInvoke(comp.__internalAwake.bind(comp));
323
- if (comp.enabled) {
324
- comp.__internalEnable();
325
- }
326
- }
327
- }
328
- else {
329
- if (comp["__didAwake"] && comp.enabled) {
330
- comp["__didEnable"] = false;
331
- comp.onDisable();
332
- }
333
- }
334
- });
335
- }
336
- }
337
- let success = true;
338
- if (go.children) {
339
- for (const ch of go.children) {
340
- const res = updateIsActiveInHierarchyRecursiveRuntime(ch, activeInHierarchy, allowEventCall, level + 1);
341
- if (res === false)
342
- success = false;
343
- }
344
- }
345
- return success;
346
- }
347
- // function tryFindActiveStateInParent(obj: Object3D): boolean {
348
- // let current: Object3D | undefined | null = obj;
349
- // while (current) {
350
- // const activeState = current[constants.activeInHierarchyFieldName];
351
- // if (activeState !== undefined) return activeState;
352
- // if (current instanceof Scene && !current.parent) {
353
- // return true;
354
- // }
355
- // current = current.parent;
356
- // }
357
- // return false;
358
- // }
359
- // let isRunning = false;
360
- // // Prevent: https://github.com/needle-tools/needle-tiny/issues/641
361
- // const temporyChildArrayBuffer: Array<Array<Object3D>> = [];
362
- // export function* iterateChildrenSafe(obj: Object3D) {
363
- // if (!obj || !obj.children) yield null;
364
- // // if(isRunning) return;
365
- // // isRunning = true;
366
- // const arr = temporyChildArrayBuffer.pop() || [];
367
- // arr.push(...obj.children);
368
- // for (const ch of arr) {
369
- // yield ch;
370
- // }
371
- // // isRunning = false;
372
- // arr.length = 0;
373
- // temporyChildArrayBuffer.push(arr);
374
- // }
375
- /** @internal */
376
- export function updateActiveInHierarchyWithoutEventCall(go) {
377
- let activeInHierarchy = true;
378
- let current = go;
379
- let foundScene = false;
380
- while (current) {
381
- if (!current)
382
- break;
383
- if (current.type === "Scene")
384
- foundScene = true;
385
- if (!isActiveSelf(current)) {
386
- activeInHierarchy = false;
387
- break;
388
- }
389
- current = current.parent;
390
- }
391
- if (!go) {
392
- console.error("GO is null");
393
- return;
394
- }
395
- go[constants.activeInHierarchyFieldName] = activeInHierarchy && foundScene;
396
- }
397
- function perComponent(go, evt) {
398
- if (go.userData?.components) {
399
- for (const comp of go.userData.components) {
400
- evt(comp);
401
- }
402
- }
403
- }
404
- const prewarmList = new Map();
405
- const $prewarmedFlag = Symbol("prewarmFlag");
406
- const $waitingForPrewarm = Symbol("waitingForPrewarm");
407
- const debugPrewarm = getParam("debugprewarm");
408
- /** @internal */
409
- export function registerPrewarmObject(obj, context) {
410
- if (!obj)
411
- return;
412
- // allow objects to be marked as prewarmed in which case we dont need to register them again
413
- if (obj[$prewarmedFlag] === true)
414
- return;
415
- if (obj[$waitingForPrewarm] === true)
416
- return;
417
- if (!prewarmList.has(context)) {
418
- prewarmList.set(context, []);
419
- }
420
- obj[$waitingForPrewarm] = true;
421
- const list = prewarmList.get(context);
422
- list.push(obj);
423
- if (debugPrewarm)
424
- console.debug("register prewarm", obj.name);
425
- }
426
- let prewarmTarget = null;
427
- let prewarmCamera = null;
428
- /** @internal called by the engine to remove scroll or animation hiccup when objects are rendered/compiled for the first time */
429
- export function runPrewarm(context) {
430
- if (!context)
431
- return;
432
- const list = prewarmList.get(context);
433
- if (!list?.length)
434
- return;
435
- const cam = context.mainCamera;
436
- if (cam) {
437
- if (debugPrewarm)
438
- console.log("prewarm", list.length, "objects", [...list]);
439
- const renderer = context.renderer;
440
- if (renderer.compile) {
441
- const scene = context.scene;
442
- renderer.compile(scene, cam);
443
- prewarmTarget ??= new WebGLCubeRenderTarget(64);
444
- prewarmCamera ??= new CubeCamera(0.001, 9999999, prewarmTarget);
445
- prewarmCamera.update(renderer, scene);
446
- for (const obj of list) {
447
- obj[$prewarmedFlag] = true;
448
- obj[$waitingForPrewarm] = false;
449
- }
450
- list.length = 0;
451
- if (debugPrewarm)
452
- console.log("prewarm done");
453
- }
454
- }
455
- }
456
- /** @internal */
457
- export function clearPrewarmList(context) {
458
- const list = prewarmList.get(context);
459
- if (list) {
460
- for (const obj of list) {
461
- obj[$waitingForPrewarm] = false;
462
- }
463
- list.length = 0;
464
- }
465
- prewarmList.delete(context);
466
- }
1
+ import { CubeCamera, Scene, WebGLCubeRenderTarget } from 'three';
2
+ import { isDevEnvironment } from "./debug/index.js";
3
+ import * as constants from "./engine_constants.js";
4
+ import { ContextRegistry } from "./engine_context_registry.js";
5
+ import { isActiveSelf } from './engine_gameobject.js';
6
+ import { safeInvoke } from "./engine_generic_utils.js";
7
+ import { getParam } from './engine_utils.js';
8
+ const debug = getParam("debugnewscripts");
9
+ const debugHierarchy = getParam("debughierarchy");
10
+ // if some other script adds new scripts in onEnable or awake
11
+ // the original array should be cleared before processing it
12
+ // so we use this copy buffer
13
+ const new_scripts_buffer = [];
14
+ /** @internal */
15
+ export function hasNewScripts() {
16
+ return new_scripts_buffer.length > 0;
17
+ }
18
+ /**
19
+ * This method is called by the engine to process new scripts that were added to the scene.
20
+ * It will call the registering method on the script, then the awake method and finally the onEnable method.
21
+ * @internal
22
+ */
23
+ export function processNewScripts(context) {
24
+ if (debug)
25
+ console.log("Register new components", context.new_scripts.length, [...context.new_scripts], context.alias ? ("element: " + context.alias) : context["hash"], context);
26
+ if (context.new_scripts_pre_setup_callbacks.length > 0) {
27
+ for (const cb of context.new_scripts_pre_setup_callbacks) {
28
+ if (!cb)
29
+ continue;
30
+ cb();
31
+ }
32
+ context.new_scripts_pre_setup_callbacks.length = 0;
33
+ }
34
+ if (context.new_scripts.length <= 0)
35
+ return;
36
+ // TODO: update all the code from above to use this logic
37
+ // basically code gen should add the scripts to new scripts
38
+ // and this code below should go into some util method
39
+ new_scripts_buffer.length = 0;
40
+ if (context.new_scripts.length > 0) {
41
+ new_scripts_buffer.push(...context.new_scripts);
42
+ }
43
+ context.new_scripts.length = 0;
44
+ // Check valid scripts and add all valid to the scripts array
45
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
46
+ try {
47
+ const script = new_scripts_buffer[i];
48
+ if (script.isComponent !== true) {
49
+ if (isDevEnvironment() || debug)
50
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
51
+ new_scripts_buffer.splice(i, 1);
52
+ i--;
53
+ continue;
54
+ }
55
+ if (script.destroyed)
56
+ continue;
57
+ if (!script.gameObject) {
58
+ console.warn("Component can not be initialized: no GameObject assigned.\nDid you add and remove a component in the same frame?");
59
+ new_scripts_buffer.splice(i, 1);
60
+ i--;
61
+ continue;
62
+ }
63
+ script.context = context;
64
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
65
+ addScriptToArrays(script, context);
66
+ }
67
+ catch (err) {
68
+ console.error(err);
69
+ removeScriptFromContext(new_scripts_buffer[i], context);
70
+ new_scripts_buffer.splice(i, 1);
71
+ i--;
72
+ }
73
+ }
74
+ // Awake
75
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
76
+ try {
77
+ const script = new_scripts_buffer[i];
78
+ if (script.destroyed) {
79
+ removeScriptFromContext(new_scripts_buffer[i], context);
80
+ new_scripts_buffer.splice(i, 1);
81
+ i--;
82
+ continue;
83
+ }
84
+ if (script.registering) {
85
+ try {
86
+ script.registering();
87
+ }
88
+ catch (err) {
89
+ console.error(err);
90
+ }
91
+ }
92
+ // console.log(script, script.gameObject)
93
+ // TODO: we should not call awake on components with inactive gameobjects
94
+ if (script.__internalAwake !== undefined) {
95
+ if (!script.gameObject) {
96
+ console.error("Calling awake for a component without a GameObject", script, script.gameObject);
97
+ }
98
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
99
+ if (script.activeAndEnabled)
100
+ safeInvoke(script.__internalAwake.bind(script));
101
+ // registerPrewarmObject(script.gameObject, context);
102
+ }
103
+ }
104
+ catch (err) {
105
+ console.error(err);
106
+ removeScriptFromContext(new_scripts_buffer[i], context);
107
+ new_scripts_buffer.splice(i, 1);
108
+ i--;
109
+ }
110
+ }
111
+ // OnEnable
112
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
113
+ try {
114
+ const script = new_scripts_buffer[i];
115
+ if (script.destroyed)
116
+ continue;
117
+ // console.log(script, script.enabled, script.activeAndEnabled);
118
+ if (script.enabled === false)
119
+ continue;
120
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
121
+ if (script.activeAndEnabled === false)
122
+ continue;
123
+ if (script.__internalEnable !== undefined) {
124
+ script.enabled = true;
125
+ safeInvoke(script.__internalEnable.bind(script));
126
+ }
127
+ }
128
+ catch (err) {
129
+ console.error(err);
130
+ removeScriptFromContext(new_scripts_buffer[i], context);
131
+ new_scripts_buffer.splice(i, 1);
132
+ i--;
133
+ }
134
+ }
135
+ // Enqueue Start
136
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
137
+ try {
138
+ const script = new_scripts_buffer[i];
139
+ if (script.destroyed)
140
+ continue;
141
+ if (!script.gameObject)
142
+ continue;
143
+ context.new_script_start.push(script);
144
+ }
145
+ catch (err) {
146
+ console.error(err);
147
+ removeScriptFromContext(new_scripts_buffer[i], context);
148
+ new_scripts_buffer.splice(i, 1);
149
+ i--;
150
+ }
151
+ }
152
+ // for (const script of new_scripts_buffer) {
153
+ // if (script.destroyed) continue;
154
+ // context.scripts.push(script);
155
+ // }
156
+ new_scripts_buffer.length = 0;
157
+ // if(new_scripts_post_setup_callbacks.length > 0) console.log(new_scripts_post_setup_callbacks);
158
+ for (const cb of context.new_scripts_post_setup_callbacks) {
159
+ if (cb)
160
+ cb();
161
+ }
162
+ context.new_scripts_post_setup_callbacks.length = 0;
163
+ }
164
+ /** @internal */
165
+ export function processRemoveFromScene(script) {
166
+ if (!script)
167
+ return;
168
+ script.__internalDisable(true);
169
+ removeScriptFromContext(script, script.context);
170
+ }
171
+ /** @internal */
172
+ export function processStart(context, object) {
173
+ // Call start on scripts
174
+ for (let i = 0; i < context.new_script_start.length; i++) {
175
+ try {
176
+ const script = context.new_script_start[i];
177
+ if (object !== undefined && script.gameObject !== object)
178
+ continue;
179
+ if (script.destroyed)
180
+ continue;
181
+ if (script.activeAndEnabled === false) {
182
+ continue;
183
+ }
184
+ // keep them in queue until script has started
185
+ // call awake if the script was inactive before
186
+ safeInvoke(script.__internalAwake.bind(script));
187
+ if (script.enabled) {
188
+ safeInvoke(script.__internalEnable.bind(script));
189
+ // now call start
190
+ safeInvoke(script.__internalStart.bind(script));
191
+ context.new_script_start.splice(i, 1);
192
+ i--;
193
+ }
194
+ }
195
+ catch (err) {
196
+ console.error(err);
197
+ removeScriptFromContext(context.new_script_start[i], context);
198
+ context.new_script_start.splice(i, 1);
199
+ i--;
200
+ }
201
+ }
202
+ }
203
+ /** @internal */
204
+ export function addScriptToArrays(script, context) {
205
+ // TODO: not sure if this is ideal - maybe we should add a map if we have many scripts?
206
+ const index = context.scripts.indexOf(script);
207
+ if (index !== -1)
208
+ return;
209
+ context.scripts.push(script);
210
+ if (script.earlyUpdate)
211
+ context.scripts_earlyUpdate.push(script);
212
+ if (script.update)
213
+ context.scripts_update.push(script);
214
+ if (script.lateUpdate)
215
+ context.scripts_lateUpdate.push(script);
216
+ if (script.onBeforeRender)
217
+ context.scripts_onBeforeRender.push(script);
218
+ if (script.onAfterRender)
219
+ context.scripts_onAfterRender.push(script);
220
+ if (script.onPausedChanged)
221
+ context.scripts_pausedChanged.push(script);
222
+ if (isNeedleXRSessionEventReceiver(script, null))
223
+ context.new_scripts_xr.push(script);
224
+ // do we want to check if a XR session is active before adding scripts here?
225
+ if (isNeedleXRSessionEventReceiver(script, "immersive-vr"))
226
+ context.scripts_immersive_vr.push(script);
227
+ if (isNeedleXRSessionEventReceiver(script, "immersive-ar"))
228
+ context.scripts_immersive_ar.push(script);
229
+ }
230
+ /** @internal */
231
+ export function removeScriptFromContext(script, context) {
232
+ removeFromArray(script, context.new_scripts);
233
+ removeFromArray(script, context.new_script_start);
234
+ removeFromArray(script, context.scripts);
235
+ removeFromArray(script, context.scripts_earlyUpdate);
236
+ removeFromArray(script, context.scripts_update);
237
+ removeFromArray(script, context.scripts_lateUpdate);
238
+ removeFromArray(script, context.scripts_onBeforeRender);
239
+ removeFromArray(script, context.scripts_onAfterRender);
240
+ removeFromArray(script, context.scripts_pausedChanged);
241
+ removeFromArray(script, context.new_scripts_xr);
242
+ removeFromArray(script, context.scripts_immersive_vr);
243
+ removeFromArray(script, context.scripts_immersive_ar);
244
+ context.stopAllCoroutinesFrom(script);
245
+ }
246
+ function removeFromArray(script, array) {
247
+ const index = array.indexOf(script);
248
+ if (index >= 0)
249
+ array.splice(index, 1);
250
+ }
251
+ /** @internal */
252
+ export function isNeedleXRSessionEventReceiver(script, mode) {
253
+ if (script) {
254
+ const i = script;
255
+ if (i.onBeforeXR ||
256
+ i.onEnterXR ||
257
+ i.onUpdateXR ||
258
+ i.onLeaveXR ||
259
+ i.onXRControllerAdded ||
260
+ i.onXRControllerRemoved) {
261
+ if (mode != null) {
262
+ if (i.supportsXR?.(mode) === false)
263
+ return false;
264
+ }
265
+ return true;
266
+ }
267
+ }
268
+ return false;
269
+ }
270
+ /** @internal */
271
+ export function updateIsActive(obj) {
272
+ if (!obj)
273
+ obj = ContextRegistry.Current.scene;
274
+ if (!obj) {
275
+ console.trace("Invalid call - no current context.");
276
+ return;
277
+ }
278
+ const activeSelf = isActiveSelf(obj);
279
+ const wasSuccessful = updateIsActiveInHierarchyRecursiveRuntime(obj, activeSelf, true);
280
+ if (!wasSuccessful) {
281
+ if (debug || isDevEnvironment()) {
282
+ console.error("Error updating hierarchy\nDo you have circular references in your project? <a target=\"_blank\" href=\"https://docs.needle.tools/circular-reference\"> Click here for more information.", obj);
283
+ }
284
+ else
285
+ console.error("Failed to update active state in hierarchy of \"" + obj.name + "\"", obj);
286
+ console.warn(" ↑ this error might be caused by circular references. Please make sure you don't have files with circular references (e.g. one GLB 1 is loading GLB 2 which is then loading GLB 1 again).");
287
+ }
288
+ }
289
+ function updateIsActiveInHierarchyRecursiveRuntime(go, activeInHierarchy, allowEventCall, level = 0) {
290
+ if (level > 1000) {
291
+ console.warn("Hierarchy is too deep (> 1000 level) - will abort updating active state");
292
+ return false;
293
+ }
294
+ const isActive = isActiveSelf(go);
295
+ if (activeInHierarchy) {
296
+ activeInHierarchy = isActive;
297
+ // IF we update activeInHierarchy within a disabled hierarchy we need to check the parent
298
+ if (activeInHierarchy && go.parent) {
299
+ const parent = go.parent;
300
+ activeInHierarchy = parent[constants.activeInHierarchyFieldName];
301
+ if (activeInHierarchy === undefined) {
302
+ // TODO: come up with a better solution for this. When we are in a r3f hierarchy (externally managed) and the parent flag is undefined we set it to true if the parent is NOT a scene. This activates the object by default. We should probably walk up the stack and check if we can find either the root Scene or any object that is disabled and use that to set the activeInHierarchy flag.
303
+ if (parent instanceof Scene) {
304
+ }
305
+ else {
306
+ activeInHierarchy = true;
307
+ }
308
+ }
309
+ }
310
+ }
311
+ const prevActive = go[constants.activeInHierarchyFieldName];
312
+ const changed = prevActive !== activeInHierarchy;
313
+ go[constants.activeInHierarchyFieldName] = activeInHierarchy;
314
+ // only raise events here if we didnt call enable etc already
315
+ if (changed) {
316
+ if (debugHierarchy)
317
+ console.warn("ACTIVE CHANGE", go.name, isActive, go.visible, activeInHierarchy, "changed?" + changed, go);
318
+ if (allowEventCall) {
319
+ perComponent(go, comp => {
320
+ if (activeInHierarchy) {
321
+ if (comp.enabled) {
322
+ safeInvoke(comp.__internalAwake.bind(comp));
323
+ if (comp.enabled) {
324
+ comp.__internalEnable();
325
+ }
326
+ }
327
+ }
328
+ else {
329
+ if (comp["__didAwake"] && comp.enabled) {
330
+ comp["__didEnable"] = false;
331
+ comp.onDisable();
332
+ }
333
+ }
334
+ });
335
+ }
336
+ }
337
+ let success = true;
338
+ if (go.children) {
339
+ for (const ch of go.children) {
340
+ const res = updateIsActiveInHierarchyRecursiveRuntime(ch, activeInHierarchy, allowEventCall, level + 1);
341
+ if (res === false)
342
+ success = false;
343
+ }
344
+ }
345
+ return success;
346
+ }
347
+ // function tryFindActiveStateInParent(obj: Object3D): boolean {
348
+ // let current: Object3D | undefined | null = obj;
349
+ // while (current) {
350
+ // const activeState = current[constants.activeInHierarchyFieldName];
351
+ // if (activeState !== undefined) return activeState;
352
+ // if (current instanceof Scene && !current.parent) {
353
+ // return true;
354
+ // }
355
+ // current = current.parent;
356
+ // }
357
+ // return false;
358
+ // }
359
+ // let isRunning = false;
360
+ // // Prevent: https://github.com/needle-tools/needle-tiny/issues/641
361
+ // const temporyChildArrayBuffer: Array<Array<Object3D>> = [];
362
+ // export function* iterateChildrenSafe(obj: Object3D) {
363
+ // if (!obj || !obj.children) yield null;
364
+ // // if(isRunning) return;
365
+ // // isRunning = true;
366
+ // const arr = temporyChildArrayBuffer.pop() || [];
367
+ // arr.push(...obj.children);
368
+ // for (const ch of arr) {
369
+ // yield ch;
370
+ // }
371
+ // // isRunning = false;
372
+ // arr.length = 0;
373
+ // temporyChildArrayBuffer.push(arr);
374
+ // }
375
+ /** @internal */
376
+ export function updateActiveInHierarchyWithoutEventCall(go) {
377
+ let activeInHierarchy = true;
378
+ let current = go;
379
+ let foundScene = false;
380
+ while (current) {
381
+ if (!current)
382
+ break;
383
+ if (current.type === "Scene")
384
+ foundScene = true;
385
+ if (!isActiveSelf(current)) {
386
+ activeInHierarchy = false;
387
+ break;
388
+ }
389
+ current = current.parent;
390
+ }
391
+ if (!go) {
392
+ console.error("GO is null");
393
+ return;
394
+ }
395
+ go[constants.activeInHierarchyFieldName] = activeInHierarchy && foundScene;
396
+ }
397
+ function perComponent(go, evt) {
398
+ if (go.userData?.components) {
399
+ for (const comp of go.userData.components) {
400
+ evt(comp);
401
+ }
402
+ }
403
+ }
404
+ const prewarmList = new Map();
405
+ const $prewarmedFlag = Symbol("prewarmFlag");
406
+ const $waitingForPrewarm = Symbol("waitingForPrewarm");
407
+ const debugPrewarm = getParam("debugprewarm");
408
+ /** @internal */
409
+ export function registerPrewarmObject(obj, context) {
410
+ if (!obj)
411
+ return;
412
+ // allow objects to be marked as prewarmed in which case we dont need to register them again
413
+ if (obj[$prewarmedFlag] === true)
414
+ return;
415
+ if (obj[$waitingForPrewarm] === true)
416
+ return;
417
+ if (!prewarmList.has(context)) {
418
+ prewarmList.set(context, []);
419
+ }
420
+ obj[$waitingForPrewarm] = true;
421
+ const list = prewarmList.get(context);
422
+ list.push(obj);
423
+ if (debugPrewarm)
424
+ console.debug("register prewarm", obj.name);
425
+ }
426
+ let prewarmTarget = null;
427
+ let prewarmCamera = null;
428
+ /** @internal called by the engine to remove scroll or animation hiccup when objects are rendered/compiled for the first time */
429
+ export function runPrewarm(context) {
430
+ if (!context)
431
+ return;
432
+ const list = prewarmList.get(context);
433
+ if (!list?.length)
434
+ return;
435
+ const cam = context.mainCamera;
436
+ if (cam) {
437
+ if (debugPrewarm)
438
+ console.log("prewarm", list.length, "objects", [...list]);
439
+ const renderer = context.renderer;
440
+ if (renderer.compile) {
441
+ const scene = context.scene;
442
+ renderer.compile(scene, cam);
443
+ prewarmTarget ??= new WebGLCubeRenderTarget(64);
444
+ prewarmCamera ??= new CubeCamera(0.001, 9999999, prewarmTarget);
445
+ prewarmCamera.update(renderer, scene);
446
+ for (const obj of list) {
447
+ obj[$prewarmedFlag] = true;
448
+ obj[$waitingForPrewarm] = false;
449
+ }
450
+ list.length = 0;
451
+ if (debugPrewarm)
452
+ console.log("prewarm done");
453
+ }
454
+ }
455
+ }
456
+ /** @internal */
457
+ export function clearPrewarmList(context) {
458
+ const list = prewarmList.get(context);
459
+ if (list) {
460
+ for (const obj of list) {
461
+ obj[$waitingForPrewarm] = false;
462
+ }
463
+ list.length = 0;
464
+ }
465
+ prewarmList.delete(context);
466
+ }
467
467
  //# sourceMappingURL=engine_mainloop_utils.js.map