@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
@@ -1,732 +1,732 @@
1
- import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
- import { useForAutoFit } from "./engine_camera.js";
5
- import { Mathf } from "./engine_math.js";
6
- import { CircularBuffer } from "./engine_utils.js";
7
- /**
8
- * Slerp between two vectors
9
- */
10
- export function slerp(vec, end, t) {
11
- const len1 = vec.length();
12
- const len2 = end.length();
13
- const targetLen = Mathf.lerp(len1, len2, t);
14
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
- }
16
- const _tempQuat = new Quaternion();
17
- const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
- export function lookAtInverse(obj, target) {
19
- obj.lookAt(target);
20
- obj.quaternion.multiply(flipYQuat);
21
- }
22
- /** Better lookAt
23
- * @param object the object that the lookAt should be applied to
24
- * @param target the target to look at
25
- * @param keepUpDirection if true the up direction will be kept
26
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
- */
28
- export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
- if (object === target)
30
- return;
31
- _tempQuat.copy(object.quaternion);
32
- const lookTarget = getWorldPosition(target);
33
- const lookFrom = getWorldPosition(object);
34
- if (copyTargetRotation) {
35
- setWorldQuaternion(object, getWorldQuaternion(target));
36
- // look at forward again so we don't get any roll
37
- if (keepUpDirection) {
38
- const ypos = lookFrom.y;
39
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
- forwardPoint.y = ypos;
41
- object.lookAt(forwardPoint);
42
- object.quaternion.multiply(flipYQuat);
43
- }
44
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
- if (Number.isNaN(object.quaternion.x)) {
46
- object.quaternion.copy(_tempQuat);
47
- }
48
- return;
49
- }
50
- if (keepUpDirection) {
51
- lookTarget.y = lookFrom.y;
52
- }
53
- object.lookAt(lookTarget);
54
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
- if (Number.isNaN(object.quaternion.x)) {
56
- object.quaternion.copy(_tempQuat);
57
- }
58
- }
59
- /**
60
- * Look at a 2D point in screen space
61
- * @param object the object to look at the point
62
- * @param target the target point in 2D screen space XY e.g. from a mouse event
63
- * @param camera the camera to use for the lookAt
64
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
- * @returns the target point in world space
66
- *
67
- * @example Needle Engine Component
68
- * ```ts
69
- * export class MyLookAtComponent extends Behaviour {
70
- * update() {
71
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
- * }
73
- * }
74
- * ```
75
- *
76
- * @example Look at from browser mouse move event
77
- * ```ts
78
- * window.addEventListener("mousemove", (e) => {
79
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
- * });
81
- * ```
82
- */
83
- export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
- if (camera) {
85
- const pos = getTempVector(0, 0, 0);
86
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
- pos.set(ndcx, ndcy, 0);
89
- pos.unproject(camera);
90
- // get distance from object to camera
91
- const camPos = camera.worldPosition;
92
- const dist = object.worldPosition.distanceTo(camPos);
93
- // Create direction from camera through cursor point
94
- const dir = pos.sub(camPos);
95
- dir.multiplyScalar(factor * 3.6 * dist);
96
- const targetPoint = camera.worldPosition.add(dir);
97
- object.lookAt(targetPoint);
98
- return targetPoint;
99
- }
100
- return null;
101
- }
102
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
- export function getTempVector(vecOrX, y, z) {
104
- const vec = _tempVecs.get();
105
- vec.set(0, 0, 0); // initialize with default values
106
- if (vecOrX instanceof Vector3)
107
- vec.copy(vecOrX);
108
- else if (Array.isArray(vecOrX))
109
- vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
- else if (vecOrX instanceof DOMPointReadOnly)
111
- vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
- else {
113
- if (typeof vecOrX === "number") {
114
- vec.x = vecOrX;
115
- vec.y = y !== undefined ? y : vec.x;
116
- vec.z = z !== undefined ? z : vec.x;
117
- }
118
- else if (typeof vecOrX === "object") {
119
- vec.x = vecOrX.x;
120
- vec.y = vecOrX.y;
121
- vec.z = vecOrX.z;
122
- }
123
- }
124
- return vec;
125
- }
126
- const _tempColors = new CircularBuffer(() => new Color(), 30);
127
- export function getTempColor(color) {
128
- const col = _tempColors.get();
129
- if (color)
130
- col.copy(color);
131
- else {
132
- col.set(0, 0, 0);
133
- }
134
- return col;
135
- }
136
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
- /**
138
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
- * Temporary quaternions are cached and reused internally. Don't store them!
140
- * @param value the quaternion to copy
141
- * @returns a temporary quaternion
142
- */
143
- export function getTempQuaternion(value) {
144
- const val = _tempQuats.get();
145
- val.identity();
146
- if (value instanceof Quaternion)
147
- val.copy(value);
148
- else if (value instanceof DOMPointReadOnly)
149
- val.set(value.x, value.y, value.z, value.w);
150
- return val;
151
- }
152
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
- /**
155
- * Get the world position of an object
156
- * @param obj the object to get the world position from
157
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
- * @param updateParents if true the parents will be updated before getting the world position
159
- * @returns the world position
160
- */
161
- export function getWorldPosition(obj, vec = null, updateParents = true) {
162
- const wp = vec ?? _worldPositions.get();
163
- if (!obj)
164
- return wp.set(0, 0, 0);
165
- if (!obj.parent)
166
- return wp.copy(obj.position);
167
- if (updateParents)
168
- obj.updateWorldMatrix(true, false);
169
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
- obj[_lastMatrixWorldUpdateKey] = Date.now();
171
- obj.updateMatrixWorld();
172
- }
173
- wp.setFromMatrixPosition(obj.matrixWorld);
174
- return wp;
175
- }
176
- /**
177
- * Set the world position of an object
178
- * @param obj the object to set the world position of
179
- * @param val the world position to set
180
- */
181
- export function setWorldPosition(obj, val) {
182
- if (!obj)
183
- return obj;
184
- const wp = _worldPositions.get();
185
- if (val !== wp)
186
- wp.copy(val);
187
- const obj2 = obj?.parent ?? obj;
188
- obj2.worldToLocal(wp);
189
- obj.position.set(wp.x, wp.y, wp.z);
190
- return obj;
191
- }
192
- /**
193
- * Set the world position of an object
194
- * @param obj the object to set the world position of
195
- * @param x the x position
196
- * @param y the y position
197
- * @param z the z position
198
- */
199
- export function setWorldPositionXYZ(obj, x, y, z) {
200
- const wp = _worldPositions.get();
201
- wp.set(x, y, z);
202
- setWorldPosition(obj, wp);
203
- return obj;
204
- }
205
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
- const _worldQuaternionBuffer = new Quaternion();
207
- const _tempQuaternionBuffer2 = new Quaternion();
208
- export function getWorldQuaternion(obj, target = null) {
209
- if (!obj)
210
- return _worldQuaternions.get().identity();
211
- const quat = target ?? _worldQuaternions.get();
212
- if (!obj.parent)
213
- return quat.copy(obj.quaternion);
214
- obj.getWorldQuaternion(quat);
215
- return quat;
216
- }
217
- export function setWorldQuaternion(obj, val) {
218
- if (!obj)
219
- return;
220
- if (val !== _worldQuaternionBuffer)
221
- _worldQuaternionBuffer.copy(val);
222
- const tempVec = _worldQuaternionBuffer;
223
- const parent = obj?.parent;
224
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
- _tempQuaternionBuffer2.invert();
226
- const q = _tempQuaternionBuffer2.multiply(tempVec);
227
- // console.log(tempVec);
228
- obj.quaternion.set(q.x, q.y, q.z, q.w);
229
- // console.error("quaternion world to local is not yet implemented");
230
- }
231
- export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
- _worldQuaternionBuffer.set(x, y, z, w);
233
- setWorldQuaternion(obj, _worldQuaternionBuffer);
234
- }
235
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
- const _worldScale = new Vector3();
237
- export function getWorldScale(obj, vec = null) {
238
- if (!vec)
239
- vec = _worldScaleBuffer.get();
240
- if (!obj)
241
- return vec.set(0, 0, 0);
242
- if (!obj.parent)
243
- return vec.copy(obj.scale);
244
- obj.getWorldScale(vec);
245
- return vec;
246
- }
247
- export function setWorldScale(obj, vec) {
248
- if (!obj)
249
- return;
250
- if (!obj.parent) {
251
- obj.scale.copy(vec);
252
- return;
253
- }
254
- const tempVec = _worldScale;
255
- const obj2 = obj.parent;
256
- obj2.getWorldScale(tempVec);
257
- obj.scale.copy(vec);
258
- obj.scale.divide(tempVec);
259
- }
260
- const _forward = new Vector3();
261
- const _forwardQuat = new Quaternion();
262
- export function forward(obj) {
263
- getWorldQuaternion(obj, _forwardQuat);
264
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
- }
266
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
- const _worldDirectionQuat = new Quaternion();
268
- /** Get the world direction. Returns world forward if nothing is passed in.
269
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
- * The returned vector will not be normalized
271
- */
272
- export function getWorldDirection(obj, dir) {
273
- // If no direction is passed in set the direction to the forward vector
274
- if (!dir)
275
- dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
- getWorldQuaternion(obj, _worldDirectionQuat);
277
- return dir.applyQuaternion(_worldDirectionQuat);
278
- }
279
- const _worldEulerBuffer = new Euler();
280
- const _worldEuler = new Euler();
281
- const _worldRotation = new Vector3();
282
- // world euler (in radians)
283
- export function getWorldEuler(obj) {
284
- const quat = _worldQuaternions.get();
285
- obj.getWorldQuaternion(quat);
286
- _worldEuler.setFromQuaternion(quat);
287
- return _worldEuler;
288
- }
289
- // world euler (in radians)
290
- export function setWorldEuler(obj, val) {
291
- const quat = _worldQuaternions.get();
292
- setWorldQuaternion(obj, quat.setFromEuler(val));
293
- ;
294
- }
295
- // returns rotation in degrees
296
- export function getWorldRotation(obj) {
297
- const rot = getWorldEuler(obj);
298
- const wr = _worldRotation;
299
- wr.set(rot.x, rot.y, rot.z);
300
- wr.x = Mathf.toDegrees(wr.x);
301
- wr.y = Mathf.toDegrees(wr.y);
302
- wr.z = Mathf.toDegrees(wr.z);
303
- return wr;
304
- }
305
- export function setWorldRotation(obj, val) {
306
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
- }
308
- export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
- if (degrees) {
310
- x = Mathf.toRadians(x);
311
- y = Mathf.toRadians(y);
312
- z = Mathf.toRadians(z);
313
- }
314
- _worldEulerBuffer.set(x, y, z);
315
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
- setWorldQuaternion(obj, _worldQuaternionBuffer);
317
- }
318
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
- export function logHierarchy(root, collapsible = true) {
320
- if (!root)
321
- return;
322
- if (collapsible) {
323
- (function printGraph(obj) {
324
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
- obj.children.forEach(printGraph);
326
- console.groupEnd();
327
- }(root));
328
- }
329
- else {
330
- root.traverse(function (obj) {
331
- var s = '|___';
332
- var obj2 = obj;
333
- while (obj2.parent !== null) {
334
- s = '\t' + s;
335
- obj2 = obj2.parent;
336
- }
337
- console.log(s + obj.name + ' <' + obj.type + '>');
338
- });
339
- }
340
- ;
341
- }
342
- export function getParentHierarchyPath(obj) {
343
- let path = obj?.name || "";
344
- if (!obj)
345
- return path;
346
- let parent = obj.parent;
347
- while (parent) {
348
- path = parent.name + "/" + path;
349
- parent = parent.parent;
350
- }
351
- return path;
352
- }
353
- export function isAnimationAction(obj) {
354
- if (obj) {
355
- // this doesnt work :(
356
- // return obj instanceof AnimationAction;
357
- // instead we do this:
358
- const act = obj;
359
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
- }
361
- return false;
362
- }
363
- /**
364
- * Utility class to perform various graphics operations like copying textures to canvas
365
- */
366
- export class Graphics {
367
- static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
368
- static renderer = undefined;
369
- static perspectiveCam = new PerspectiveCamera();
370
- static scene = new Scene();
371
- static vertex = `
372
- varying vec2 vUv;
373
- void main(){
374
- vUv = uv;
375
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
376
- }`;
377
- static fragment = `
378
- uniform sampler2D map;
379
- varying vec2 vUv;
380
- void main(){
381
- vec2 uv = vUv;
382
- uv.y = 1.0 - uv.y;
383
- gl_FragColor = texture2D( map, uv);
384
- // gl_FragColor = vec4(uv.xy, 0, 1);
385
- }`;
386
- static blitMaterial = undefined;
387
- /**
388
- * Create a blit material for copying textures
389
- */
390
- static createBlitMaterial(fragment) {
391
- return new ShaderMaterial({
392
- uniforms: { map: new Uniform(null) },
393
- vertexShader: this.vertex,
394
- fragmentShader: fragment
395
- });
396
- }
397
- static mesh = undefined;
398
- /**
399
- * Copy a texture to a new texture
400
- * @param texture the texture to copy
401
- * @param blitMaterial the material to use for copying (optional)
402
- * @returns the newly created, copied texture
403
- */
404
- static copyTexture(texture, blitMaterial) {
405
- // ensure that a blit material exists
406
- if (!this.blitMaterial) {
407
- this.blitMaterial = new ShaderMaterial({
408
- uniforms: { map: new Uniform(null) },
409
- vertexShader: this.vertex,
410
- fragmentShader: this.fragment
411
- });
412
- }
413
- const material = blitMaterial || this.blitMaterial;
414
- material.uniforms.map.value = texture;
415
- material.needsUpdate = true;
416
- material.uniformsNeedUpdate = true;
417
- // ensure that the blit material has the correct vertex shader
418
- const origVertexShader = material.vertexShader;
419
- material.vertexShader = this.vertex;
420
- if (!this.mesh)
421
- this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
422
- const mesh = this.mesh;
423
- mesh.material = material;
424
- mesh.frustumCulled = false;
425
- this.scene.children.length = 0;
426
- this.scene.add(mesh);
427
- if (!this.renderer)
428
- this.renderer = new WebGLRenderer({ antialias: false });
429
- this.renderer.setSize(texture.image.width, texture.image.height);
430
- this.renderer.clear();
431
- this.renderer.render(this.scene, this.perspectiveCam);
432
- const tex = new Texture(this.renderer.domElement);
433
- tex.name = "Copy";
434
- tex.needsUpdate = true; // < important!
435
- // reset vertex shader
436
- material.vertexShader = origVertexShader;
437
- return tex;
438
- }
439
- // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
440
- // let material = blitMaterial ?? this.blipMaterial;
441
- // material.uniforms.map.value = src;
442
- // this.mesh.material = material;
443
- // this.mesh.frustumCulled = false;
444
- // this.mesh.matrix.identity();
445
- // this.scene.children.length = 0;
446
- // this.scene.add(this.mesh);
447
- // this.renderer.setSize(src.image.width, src.image.height);
448
- // this.renderer.clear();
449
- // this.renderer.render(this.scene, this.perspectiveCam);
450
- // return new Texture(this.renderer.domElement);
451
- // }
452
- /**
453
- * Copy a texture to a HTMLCanvasElement
454
- * @param texture the texture convert
455
- * @param force if true the texture will be copied to a new texture before converting
456
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
457
- */
458
- static textureToCanvas(texture, force = false) {
459
- if (!texture) {
460
- return null;
461
- }
462
- if (force === true || texture["isCompressedTexture"] === true) {
463
- texture = copyTexture(texture);
464
- }
465
- const image = texture.image;
466
- if (isImageBitmap(image)) {
467
- const canvas = document.createElement('canvas');
468
- canvas.width = image.width;
469
- canvas.height = image.height;
470
- const context = canvas.getContext('2d');
471
- if (!context) {
472
- console.error("Failed getting canvas 2d context");
473
- return null;
474
- }
475
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
476
- return canvas;
477
- }
478
- return null;
479
- }
480
- }
481
- /**@obsolete use Graphics.copyTexture */
482
- export function copyTexture(texture) {
483
- return Graphics.copyTexture(texture);
484
- }
485
- /**@obsolete use Graphics.textureToCanvas */
486
- export function textureToCanvas(texture, force = false) {
487
- return Graphics.textureToCanvas(texture, force);
488
- }
489
- ;
490
- function isImageBitmap(image) {
491
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
492
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
493
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
494
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
495
- }
496
- function isMesh(obj) {
497
- const type = obj.type;
498
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
499
- return type === "Mesh" || type === "SkinnedMesh";
500
- }
501
- // for contact shadows
502
- export function setVisibleInCustomShadowRendering(obj, enabled) {
503
- if (enabled)
504
- obj["needle:rendercustomshadow"] = true;
505
- else {
506
- obj["needle:rendercustomshadow"] = false;
507
- }
508
- }
509
- export function getVisibleInCustomShadowRendering(obj) {
510
- if (obj) {
511
- if (obj["needle:rendercustomshadow"] === true) {
512
- return true;
513
- }
514
- else if (obj["needle:rendercustomshadow"] == undefined) {
515
- return true;
516
- }
517
- }
518
- return false;
519
- }
520
- /**
521
- * Get the axis-aligned bounding box of a list of objects.
522
- * @param objects The objects to get the bounding box from.
523
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
524
- * @param layers The layers to include. Typically the main camera's layers.
525
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
526
- */
527
- export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
528
- const box = result || new Box3();
529
- box.makeEmpty();
530
- const emptyChildren = [];
531
- function expandByObjectRecursive(obj) {
532
- let allowExpanding = true;
533
- // we dont want to check invisible objects
534
- if (!obj.visible)
535
- return;
536
- if (useForAutoFit(obj) === false)
537
- return;
538
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
539
- return;
540
- // ignore Box3Helpers
541
- if (obj instanceof Box3Helper)
542
- allowExpanding = false;
543
- if (obj instanceof GridHelper)
544
- allowExpanding = false;
545
- // ignore GroundProjectedEnv
546
- if (obj instanceof GroundedSkybox)
547
- allowExpanding = false;
548
- if (obj.isGizmo === true)
549
- allowExpanding = false;
550
- // // Ignore shadow catcher geometry
551
- if (obj.material instanceof ShadowMaterial)
552
- allowExpanding = false;
553
- // ONLY fit meshes
554
- if (!(isMesh(obj)))
555
- allowExpanding = false;
556
- // Layer test, typically with the main camera
557
- if (layers && obj.layers.test(layers) === false)
558
- allowExpanding = false;
559
- if (allowExpanding) {
560
- // Ignore things parented to the camera + ignore the camera
561
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
562
- return;
563
- else if (typeof ignore === "function") {
564
- if (ignore(obj) === true)
565
- return;
566
- }
567
- }
568
- // We don't want to fit UI objects
569
- if (obj["isUI"] === true)
570
- return;
571
- // If we encountered some geometry that should be ignored
572
- // Then we don't want to use that for expanding the view
573
- if (allowExpanding) {
574
- // Temporary override children
575
- const children = obj.children;
576
- obj.children = emptyChildren;
577
- // TODO: validate that object doesn't contain NaN values
578
- const pos = obj.position;
579
- const scale = obj.scale;
580
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
581
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
582
- return;
583
- }
584
- box.expandByObject(obj, true);
585
- obj.children = children;
586
- }
587
- for (const child of obj.children) {
588
- expandByObjectRecursive(child);
589
- }
590
- }
591
- let hasAnyObject = false;
592
- if (!Array.isArray(objects))
593
- objects = [objects];
594
- for (const object of objects) {
595
- if (!object)
596
- continue;
597
- hasAnyObject = true;
598
- object.updateMatrixWorld();
599
- expandByObjectRecursive(object);
600
- }
601
- if (!hasAnyObject) {
602
- console.warn("No objects to fit camera to...");
603
- return box;
604
- }
605
- return box;
606
- }
607
- /**
608
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
609
- * @param obj the object to fit
610
- * @param volume the volume to fit the object into
611
- * @param opts options for fitting
612
- */
613
- export function fitObjectIntoVolume(obj, volume, opts) {
614
- const box = getBoundingBox([obj], opts?.ignore);
615
- const boundsSize = new Vector3();
616
- box.getSize(boundsSize);
617
- const boundsCenter = new Vector3();
618
- box.getCenter(boundsCenter);
619
- const targetSize = new Vector3();
620
- volume.getSize(targetSize);
621
- const targetCenter = new Vector3();
622
- volume.getCenter(targetCenter);
623
- const scale = new Vector3();
624
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
625
- const minScale = Math.min(scale.x, scale.y, scale.z);
626
- const useScale = opts?.scale !== false;
627
- if (useScale) {
628
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
629
- }
630
- if (opts?.position !== false) {
631
- const boundsBottomPosition = new Vector3();
632
- box.getCenter(boundsBottomPosition);
633
- boundsBottomPosition.y = box.min.y;
634
- const targetBottomPosition = new Vector3();
635
- volume.getCenter(targetBottomPosition);
636
- targetBottomPosition.y = volume.min.y;
637
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
638
- if (useScale)
639
- offset.multiplyScalar(minScale);
640
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
641
- }
642
- return {
643
- boundsBefore: box,
644
- scale,
645
- };
646
- }
647
- /**
648
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
649
- * The object will be visually placed on the surface (the object's pivot will be ignored).
650
- * @param obj the object to place on the surface
651
- * @param point the point to place the object on
652
- * @returns the offset from the object bounds to the pivot
653
- */
654
- export function placeOnSurface(obj, point) {
655
- const bounds = getBoundingBox([obj]);
656
- const center = new Vector3();
657
- bounds.getCenter(center);
658
- center.y = bounds.min.y;
659
- const offset = point.clone().sub(center);
660
- const worldPos = getWorldPosition(obj);
661
- setWorldPosition(obj, worldPos.add(offset));
662
- return {
663
- offset,
664
- bounds,
665
- };
666
- }
667
- /**
668
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
669
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
670
- * This ensures consistent lighting and shading, including environment effects.
671
- */
672
- export function postprocessFBXMaterials(obj, material, index, array) {
673
- if (Array.isArray(material)) {
674
- let success = true;
675
- for (let i = 0; i < material.length; i++) {
676
- const res = postprocessFBXMaterials(obj, material[i], i, material);
677
- if (!res)
678
- success = false;
679
- }
680
- return success;
681
- }
682
- // ignore if the material is already a MeshStandardMaterial
683
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
684
- return false;
685
- }
686
- // check if the material was already processed
687
- else if (material["material:fbx"] != undefined) {
688
- return true;
689
- }
690
- const newMaterial = new MeshStandardMaterial();
691
- newMaterial["material:fbx"] = material;
692
- const oldMaterial = material;
693
- if (oldMaterial) {
694
- // If a map is present then the FBX color should be ignored
695
- // Tested e.g. in Unity and Substance Stager
696
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
697
- if (!oldMaterial.map)
698
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
699
- else
700
- newMaterial.color.set(1, 1, 1);
701
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
702
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
703
- newMaterial.opacity = oldMaterial.opacity;
704
- newMaterial.displacementScale = oldMaterial.displacementScale;
705
- newMaterial.transparent = oldMaterial.transparent;
706
- newMaterial.bumpMap = oldMaterial.bumpMap;
707
- newMaterial.aoMap = oldMaterial.aoMap;
708
- newMaterial.map = oldMaterial.map;
709
- newMaterial.displacementMap = oldMaterial.displacementMap;
710
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
711
- newMaterial.normalMap = oldMaterial.normalMap;
712
- newMaterial.envMap = oldMaterial.envMap;
713
- newMaterial.alphaMap = oldMaterial.alphaMap;
714
- newMaterial.metalness = oldMaterial.reflectivity;
715
- newMaterial.vertexColors = oldMaterial.vertexColors;
716
- if (oldMaterial.shininess) {
717
- // from blender source code
718
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
719
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
720
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
721
- }
722
- newMaterial.needsUpdate = true;
723
- }
724
- if (index === undefined) {
725
- obj.material = newMaterial;
726
- }
727
- else {
728
- array[index] = newMaterial;
729
- }
730
- return true;
731
- }
1
+ import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+ import { useForAutoFit } from "./engine_camera.js";
5
+ import { Mathf } from "./engine_math.js";
6
+ import { CircularBuffer } from "./engine_utils.js";
7
+ /**
8
+ * Slerp between two vectors
9
+ */
10
+ export function slerp(vec, end, t) {
11
+ const len1 = vec.length();
12
+ const len2 = end.length();
13
+ const targetLen = Mathf.lerp(len1, len2, t);
14
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
+ }
16
+ const _tempQuat = new Quaternion();
17
+ const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
+ export function lookAtInverse(obj, target) {
19
+ obj.lookAt(target);
20
+ obj.quaternion.multiply(flipYQuat);
21
+ }
22
+ /** Better lookAt
23
+ * @param object the object that the lookAt should be applied to
24
+ * @param target the target to look at
25
+ * @param keepUpDirection if true the up direction will be kept
26
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
+ */
28
+ export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
+ if (object === target)
30
+ return;
31
+ _tempQuat.copy(object.quaternion);
32
+ const lookTarget = getWorldPosition(target);
33
+ const lookFrom = getWorldPosition(object);
34
+ if (copyTargetRotation) {
35
+ setWorldQuaternion(object, getWorldQuaternion(target));
36
+ // look at forward again so we don't get any roll
37
+ if (keepUpDirection) {
38
+ const ypos = lookFrom.y;
39
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
+ forwardPoint.y = ypos;
41
+ object.lookAt(forwardPoint);
42
+ object.quaternion.multiply(flipYQuat);
43
+ }
44
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
+ if (Number.isNaN(object.quaternion.x)) {
46
+ object.quaternion.copy(_tempQuat);
47
+ }
48
+ return;
49
+ }
50
+ if (keepUpDirection) {
51
+ lookTarget.y = lookFrom.y;
52
+ }
53
+ object.lookAt(lookTarget);
54
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
+ if (Number.isNaN(object.quaternion.x)) {
56
+ object.quaternion.copy(_tempQuat);
57
+ }
58
+ }
59
+ /**
60
+ * Look at a 2D point in screen space
61
+ * @param object the object to look at the point
62
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
63
+ * @param camera the camera to use for the lookAt
64
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
+ * @returns the target point in world space
66
+ *
67
+ * @example Needle Engine Component
68
+ * ```ts
69
+ * export class MyLookAtComponent extends Behaviour {
70
+ * update() {
71
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
+ * }
73
+ * }
74
+ * ```
75
+ *
76
+ * @example Look at from browser mouse move event
77
+ * ```ts
78
+ * window.addEventListener("mousemove", (e) => {
79
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
+ * });
81
+ * ```
82
+ */
83
+ export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
+ if (camera) {
85
+ const pos = getTempVector(0, 0, 0);
86
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
+ pos.set(ndcx, ndcy, 0);
89
+ pos.unproject(camera);
90
+ // get distance from object to camera
91
+ const camPos = camera.worldPosition;
92
+ const dist = object.worldPosition.distanceTo(camPos);
93
+ // Create direction from camera through cursor point
94
+ const dir = pos.sub(camPos);
95
+ dir.multiplyScalar(factor * 3.6 * dist);
96
+ const targetPoint = camera.worldPosition.add(dir);
97
+ object.lookAt(targetPoint);
98
+ return targetPoint;
99
+ }
100
+ return null;
101
+ }
102
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
+ export function getTempVector(vecOrX, y, z) {
104
+ const vec = _tempVecs.get();
105
+ vec.set(0, 0, 0); // initialize with default values
106
+ if (vecOrX instanceof Vector3)
107
+ vec.copy(vecOrX);
108
+ else if (Array.isArray(vecOrX))
109
+ vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
+ else if (vecOrX instanceof DOMPointReadOnly)
111
+ vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
+ else {
113
+ if (typeof vecOrX === "number") {
114
+ vec.x = vecOrX;
115
+ vec.y = y !== undefined ? y : vec.x;
116
+ vec.z = z !== undefined ? z : vec.x;
117
+ }
118
+ else if (typeof vecOrX === "object") {
119
+ vec.x = vecOrX.x;
120
+ vec.y = vecOrX.y;
121
+ vec.z = vecOrX.z;
122
+ }
123
+ }
124
+ return vec;
125
+ }
126
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
127
+ export function getTempColor(color) {
128
+ const col = _tempColors.get();
129
+ if (color)
130
+ col.copy(color);
131
+ else {
132
+ col.set(0, 0, 0);
133
+ }
134
+ return col;
135
+ }
136
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
+ /**
138
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
+ * Temporary quaternions are cached and reused internally. Don't store them!
140
+ * @param value the quaternion to copy
141
+ * @returns a temporary quaternion
142
+ */
143
+ export function getTempQuaternion(value) {
144
+ const val = _tempQuats.get();
145
+ val.identity();
146
+ if (value instanceof Quaternion)
147
+ val.copy(value);
148
+ else if (value instanceof DOMPointReadOnly)
149
+ val.set(value.x, value.y, value.z, value.w);
150
+ return val;
151
+ }
152
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
+ /**
155
+ * Get the world position of an object
156
+ * @param obj the object to get the world position from
157
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
+ * @param updateParents if true the parents will be updated before getting the world position
159
+ * @returns the world position
160
+ */
161
+ export function getWorldPosition(obj, vec = null, updateParents = true) {
162
+ const wp = vec ?? _worldPositions.get();
163
+ if (!obj)
164
+ return wp.set(0, 0, 0);
165
+ if (!obj.parent)
166
+ return wp.copy(obj.position);
167
+ if (updateParents)
168
+ obj.updateWorldMatrix(true, false);
169
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
171
+ obj.updateMatrixWorld();
172
+ }
173
+ wp.setFromMatrixPosition(obj.matrixWorld);
174
+ return wp;
175
+ }
176
+ /**
177
+ * Set the world position of an object
178
+ * @param obj the object to set the world position of
179
+ * @param val the world position to set
180
+ */
181
+ export function setWorldPosition(obj, val) {
182
+ if (!obj)
183
+ return obj;
184
+ const wp = _worldPositions.get();
185
+ if (val !== wp)
186
+ wp.copy(val);
187
+ const obj2 = obj?.parent ?? obj;
188
+ obj2.worldToLocal(wp);
189
+ obj.position.set(wp.x, wp.y, wp.z);
190
+ return obj;
191
+ }
192
+ /**
193
+ * Set the world position of an object
194
+ * @param obj the object to set the world position of
195
+ * @param x the x position
196
+ * @param y the y position
197
+ * @param z the z position
198
+ */
199
+ export function setWorldPositionXYZ(obj, x, y, z) {
200
+ const wp = _worldPositions.get();
201
+ wp.set(x, y, z);
202
+ setWorldPosition(obj, wp);
203
+ return obj;
204
+ }
205
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
+ const _worldQuaternionBuffer = new Quaternion();
207
+ const _tempQuaternionBuffer2 = new Quaternion();
208
+ export function getWorldQuaternion(obj, target = null) {
209
+ if (!obj)
210
+ return _worldQuaternions.get().identity();
211
+ const quat = target ?? _worldQuaternions.get();
212
+ if (!obj.parent)
213
+ return quat.copy(obj.quaternion);
214
+ obj.getWorldQuaternion(quat);
215
+ return quat;
216
+ }
217
+ export function setWorldQuaternion(obj, val) {
218
+ if (!obj)
219
+ return;
220
+ if (val !== _worldQuaternionBuffer)
221
+ _worldQuaternionBuffer.copy(val);
222
+ const tempVec = _worldQuaternionBuffer;
223
+ const parent = obj?.parent;
224
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
+ _tempQuaternionBuffer2.invert();
226
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
227
+ // console.log(tempVec);
228
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
229
+ // console.error("quaternion world to local is not yet implemented");
230
+ }
231
+ export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
+ _worldQuaternionBuffer.set(x, y, z, w);
233
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
234
+ }
235
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
+ const _worldScale = new Vector3();
237
+ export function getWorldScale(obj, vec = null) {
238
+ if (!vec)
239
+ vec = _worldScaleBuffer.get();
240
+ if (!obj)
241
+ return vec.set(0, 0, 0);
242
+ if (!obj.parent)
243
+ return vec.copy(obj.scale);
244
+ obj.getWorldScale(vec);
245
+ return vec;
246
+ }
247
+ export function setWorldScale(obj, vec) {
248
+ if (!obj)
249
+ return;
250
+ if (!obj.parent) {
251
+ obj.scale.copy(vec);
252
+ return;
253
+ }
254
+ const tempVec = _worldScale;
255
+ const obj2 = obj.parent;
256
+ obj2.getWorldScale(tempVec);
257
+ obj.scale.copy(vec);
258
+ obj.scale.divide(tempVec);
259
+ }
260
+ const _forward = new Vector3();
261
+ const _forwardQuat = new Quaternion();
262
+ export function forward(obj) {
263
+ getWorldQuaternion(obj, _forwardQuat);
264
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
+ }
266
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
+ const _worldDirectionQuat = new Quaternion();
268
+ /** Get the world direction. Returns world forward if nothing is passed in.
269
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
+ * The returned vector will not be normalized
271
+ */
272
+ export function getWorldDirection(obj, dir) {
273
+ // If no direction is passed in set the direction to the forward vector
274
+ if (!dir)
275
+ dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
+ getWorldQuaternion(obj, _worldDirectionQuat);
277
+ return dir.applyQuaternion(_worldDirectionQuat);
278
+ }
279
+ const _worldEulerBuffer = new Euler();
280
+ const _worldEuler = new Euler();
281
+ const _worldRotation = new Vector3();
282
+ // world euler (in radians)
283
+ export function getWorldEuler(obj) {
284
+ const quat = _worldQuaternions.get();
285
+ obj.getWorldQuaternion(quat);
286
+ _worldEuler.setFromQuaternion(quat);
287
+ return _worldEuler;
288
+ }
289
+ // world euler (in radians)
290
+ export function setWorldEuler(obj, val) {
291
+ const quat = _worldQuaternions.get();
292
+ setWorldQuaternion(obj, quat.setFromEuler(val));
293
+ ;
294
+ }
295
+ // returns rotation in degrees
296
+ export function getWorldRotation(obj) {
297
+ const rot = getWorldEuler(obj);
298
+ const wr = _worldRotation;
299
+ wr.set(rot.x, rot.y, rot.z);
300
+ wr.x = Mathf.toDegrees(wr.x);
301
+ wr.y = Mathf.toDegrees(wr.y);
302
+ wr.z = Mathf.toDegrees(wr.z);
303
+ return wr;
304
+ }
305
+ export function setWorldRotation(obj, val) {
306
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
+ }
308
+ export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
+ if (degrees) {
310
+ x = Mathf.toRadians(x);
311
+ y = Mathf.toRadians(y);
312
+ z = Mathf.toRadians(z);
313
+ }
314
+ _worldEulerBuffer.set(x, y, z);
315
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
317
+ }
318
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
+ export function logHierarchy(root, collapsible = true) {
320
+ if (!root)
321
+ return;
322
+ if (collapsible) {
323
+ (function printGraph(obj) {
324
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
+ obj.children.forEach(printGraph);
326
+ console.groupEnd();
327
+ }(root));
328
+ }
329
+ else {
330
+ root.traverse(function (obj) {
331
+ var s = '|___';
332
+ var obj2 = obj;
333
+ while (obj2.parent !== null) {
334
+ s = '\t' + s;
335
+ obj2 = obj2.parent;
336
+ }
337
+ console.log(s + obj.name + ' <' + obj.type + '>');
338
+ });
339
+ }
340
+ ;
341
+ }
342
+ export function getParentHierarchyPath(obj) {
343
+ let path = obj?.name || "";
344
+ if (!obj)
345
+ return path;
346
+ let parent = obj.parent;
347
+ while (parent) {
348
+ path = parent.name + "/" + path;
349
+ parent = parent.parent;
350
+ }
351
+ return path;
352
+ }
353
+ export function isAnimationAction(obj) {
354
+ if (obj) {
355
+ // this doesnt work :(
356
+ // return obj instanceof AnimationAction;
357
+ // instead we do this:
358
+ const act = obj;
359
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
+ }
361
+ return false;
362
+ }
363
+ /**
364
+ * Utility class to perform various graphics operations like copying textures to canvas
365
+ */
366
+ export class Graphics {
367
+ static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
368
+ static renderer = undefined;
369
+ static perspectiveCam = new PerspectiveCamera();
370
+ static scene = new Scene();
371
+ static vertex = `
372
+ varying vec2 vUv;
373
+ void main(){
374
+ vUv = uv;
375
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
376
+ }`;
377
+ static fragment = `
378
+ uniform sampler2D map;
379
+ varying vec2 vUv;
380
+ void main(){
381
+ vec2 uv = vUv;
382
+ uv.y = 1.0 - uv.y;
383
+ gl_FragColor = texture2D( map, uv);
384
+ // gl_FragColor = vec4(uv.xy, 0, 1);
385
+ }`;
386
+ static blitMaterial = undefined;
387
+ /**
388
+ * Create a blit material for copying textures
389
+ */
390
+ static createBlitMaterial(fragment) {
391
+ return new ShaderMaterial({
392
+ uniforms: { map: new Uniform(null) },
393
+ vertexShader: this.vertex,
394
+ fragmentShader: fragment
395
+ });
396
+ }
397
+ static mesh = undefined;
398
+ /**
399
+ * Copy a texture to a new texture
400
+ * @param texture the texture to copy
401
+ * @param blitMaterial the material to use for copying (optional)
402
+ * @returns the newly created, copied texture
403
+ */
404
+ static copyTexture(texture, blitMaterial) {
405
+ // ensure that a blit material exists
406
+ if (!this.blitMaterial) {
407
+ this.blitMaterial = new ShaderMaterial({
408
+ uniforms: { map: new Uniform(null) },
409
+ vertexShader: this.vertex,
410
+ fragmentShader: this.fragment
411
+ });
412
+ }
413
+ const material = blitMaterial || this.blitMaterial;
414
+ material.uniforms.map.value = texture;
415
+ material.needsUpdate = true;
416
+ material.uniformsNeedUpdate = true;
417
+ // ensure that the blit material has the correct vertex shader
418
+ const origVertexShader = material.vertexShader;
419
+ material.vertexShader = this.vertex;
420
+ if (!this.mesh)
421
+ this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
422
+ const mesh = this.mesh;
423
+ mesh.material = material;
424
+ mesh.frustumCulled = false;
425
+ this.scene.children.length = 0;
426
+ this.scene.add(mesh);
427
+ if (!this.renderer)
428
+ this.renderer = new WebGLRenderer({ antialias: false });
429
+ this.renderer.setSize(texture.image.width, texture.image.height);
430
+ this.renderer.clear();
431
+ this.renderer.render(this.scene, this.perspectiveCam);
432
+ const tex = new Texture(this.renderer.domElement);
433
+ tex.name = "Copy";
434
+ tex.needsUpdate = true; // < important!
435
+ // reset vertex shader
436
+ material.vertexShader = origVertexShader;
437
+ return tex;
438
+ }
439
+ // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
440
+ // let material = blitMaterial ?? this.blipMaterial;
441
+ // material.uniforms.map.value = src;
442
+ // this.mesh.material = material;
443
+ // this.mesh.frustumCulled = false;
444
+ // this.mesh.matrix.identity();
445
+ // this.scene.children.length = 0;
446
+ // this.scene.add(this.mesh);
447
+ // this.renderer.setSize(src.image.width, src.image.height);
448
+ // this.renderer.clear();
449
+ // this.renderer.render(this.scene, this.perspectiveCam);
450
+ // return new Texture(this.renderer.domElement);
451
+ // }
452
+ /**
453
+ * Copy a texture to a HTMLCanvasElement
454
+ * @param texture the texture convert
455
+ * @param force if true the texture will be copied to a new texture before converting
456
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
457
+ */
458
+ static textureToCanvas(texture, force = false) {
459
+ if (!texture) {
460
+ return null;
461
+ }
462
+ if (force === true || texture["isCompressedTexture"] === true) {
463
+ texture = copyTexture(texture);
464
+ }
465
+ const image = texture.image;
466
+ if (isImageBitmap(image)) {
467
+ const canvas = document.createElement('canvas');
468
+ canvas.width = image.width;
469
+ canvas.height = image.height;
470
+ const context = canvas.getContext('2d');
471
+ if (!context) {
472
+ console.error("Failed getting canvas 2d context");
473
+ return null;
474
+ }
475
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
476
+ return canvas;
477
+ }
478
+ return null;
479
+ }
480
+ }
481
+ /**@obsolete use Graphics.copyTexture */
482
+ export function copyTexture(texture) {
483
+ return Graphics.copyTexture(texture);
484
+ }
485
+ /**@obsolete use Graphics.textureToCanvas */
486
+ export function textureToCanvas(texture, force = false) {
487
+ return Graphics.textureToCanvas(texture, force);
488
+ }
489
+ ;
490
+ function isImageBitmap(image) {
491
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
492
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
493
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
494
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
495
+ }
496
+ function isMesh(obj) {
497
+ const type = obj.type;
498
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
499
+ return type === "Mesh" || type === "SkinnedMesh";
500
+ }
501
+ // for contact shadows
502
+ export function setVisibleInCustomShadowRendering(obj, enabled) {
503
+ if (enabled)
504
+ obj["needle:rendercustomshadow"] = true;
505
+ else {
506
+ obj["needle:rendercustomshadow"] = false;
507
+ }
508
+ }
509
+ export function getVisibleInCustomShadowRendering(obj) {
510
+ if (obj) {
511
+ if (obj["needle:rendercustomshadow"] === true) {
512
+ return true;
513
+ }
514
+ else if (obj["needle:rendercustomshadow"] == undefined) {
515
+ return true;
516
+ }
517
+ }
518
+ return false;
519
+ }
520
+ /**
521
+ * Get the axis-aligned bounding box of a list of objects.
522
+ * @param objects The objects to get the bounding box from.
523
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
524
+ * @param layers The layers to include. Typically the main camera's layers.
525
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
526
+ */
527
+ export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
528
+ const box = result || new Box3();
529
+ box.makeEmpty();
530
+ const emptyChildren = [];
531
+ function expandByObjectRecursive(obj) {
532
+ let allowExpanding = true;
533
+ // we dont want to check invisible objects
534
+ if (!obj.visible)
535
+ return;
536
+ if (useForAutoFit(obj) === false)
537
+ return;
538
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
539
+ return;
540
+ // ignore Box3Helpers
541
+ if (obj instanceof Box3Helper)
542
+ allowExpanding = false;
543
+ if (obj instanceof GridHelper)
544
+ allowExpanding = false;
545
+ // ignore GroundProjectedEnv
546
+ if (obj instanceof GroundedSkybox)
547
+ allowExpanding = false;
548
+ if (obj.isGizmo === true)
549
+ allowExpanding = false;
550
+ // // Ignore shadow catcher geometry
551
+ if (obj.material instanceof ShadowMaterial)
552
+ allowExpanding = false;
553
+ // ONLY fit meshes
554
+ if (!(isMesh(obj)))
555
+ allowExpanding = false;
556
+ // Layer test, typically with the main camera
557
+ if (layers && obj.layers.test(layers) === false)
558
+ allowExpanding = false;
559
+ if (allowExpanding) {
560
+ // Ignore things parented to the camera + ignore the camera
561
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
562
+ return;
563
+ else if (typeof ignore === "function") {
564
+ if (ignore(obj) === true)
565
+ return;
566
+ }
567
+ }
568
+ // We don't want to fit UI objects
569
+ if (obj["isUI"] === true)
570
+ return;
571
+ // If we encountered some geometry that should be ignored
572
+ // Then we don't want to use that for expanding the view
573
+ if (allowExpanding) {
574
+ // Temporary override children
575
+ const children = obj.children;
576
+ obj.children = emptyChildren;
577
+ // TODO: validate that object doesn't contain NaN values
578
+ const pos = obj.position;
579
+ const scale = obj.scale;
580
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
581
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
582
+ return;
583
+ }
584
+ box.expandByObject(obj, true);
585
+ obj.children = children;
586
+ }
587
+ for (const child of obj.children) {
588
+ expandByObjectRecursive(child);
589
+ }
590
+ }
591
+ let hasAnyObject = false;
592
+ if (!Array.isArray(objects))
593
+ objects = [objects];
594
+ for (const object of objects) {
595
+ if (!object)
596
+ continue;
597
+ hasAnyObject = true;
598
+ object.updateMatrixWorld();
599
+ expandByObjectRecursive(object);
600
+ }
601
+ if (!hasAnyObject) {
602
+ console.warn("No objects to fit camera to...");
603
+ return box;
604
+ }
605
+ return box;
606
+ }
607
+ /**
608
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
609
+ * @param obj the object to fit
610
+ * @param volume the volume to fit the object into
611
+ * @param opts options for fitting
612
+ */
613
+ export function fitObjectIntoVolume(obj, volume, opts) {
614
+ const box = getBoundingBox([obj], opts?.ignore);
615
+ const boundsSize = new Vector3();
616
+ box.getSize(boundsSize);
617
+ const boundsCenter = new Vector3();
618
+ box.getCenter(boundsCenter);
619
+ const targetSize = new Vector3();
620
+ volume.getSize(targetSize);
621
+ const targetCenter = new Vector3();
622
+ volume.getCenter(targetCenter);
623
+ const scale = new Vector3();
624
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
625
+ const minScale = Math.min(scale.x, scale.y, scale.z);
626
+ const useScale = opts?.scale !== false;
627
+ if (useScale) {
628
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
629
+ }
630
+ if (opts?.position !== false) {
631
+ const boundsBottomPosition = new Vector3();
632
+ box.getCenter(boundsBottomPosition);
633
+ boundsBottomPosition.y = box.min.y;
634
+ const targetBottomPosition = new Vector3();
635
+ volume.getCenter(targetBottomPosition);
636
+ targetBottomPosition.y = volume.min.y;
637
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
638
+ if (useScale)
639
+ offset.multiplyScalar(minScale);
640
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
641
+ }
642
+ return {
643
+ boundsBefore: box,
644
+ scale,
645
+ };
646
+ }
647
+ /**
648
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
649
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
650
+ * @param obj the object to place on the surface
651
+ * @param point the point to place the object on
652
+ * @returns the offset from the object bounds to the pivot
653
+ */
654
+ export function placeOnSurface(obj, point) {
655
+ const bounds = getBoundingBox([obj]);
656
+ const center = new Vector3();
657
+ bounds.getCenter(center);
658
+ center.y = bounds.min.y;
659
+ const offset = point.clone().sub(center);
660
+ const worldPos = getWorldPosition(obj);
661
+ setWorldPosition(obj, worldPos.add(offset));
662
+ return {
663
+ offset,
664
+ bounds,
665
+ };
666
+ }
667
+ /**
668
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
669
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
670
+ * This ensures consistent lighting and shading, including environment effects.
671
+ */
672
+ export function postprocessFBXMaterials(obj, material, index, array) {
673
+ if (Array.isArray(material)) {
674
+ let success = true;
675
+ for (let i = 0; i < material.length; i++) {
676
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
677
+ if (!res)
678
+ success = false;
679
+ }
680
+ return success;
681
+ }
682
+ // ignore if the material is already a MeshStandardMaterial
683
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
684
+ return false;
685
+ }
686
+ // check if the material was already processed
687
+ else if (material["material:fbx"] != undefined) {
688
+ return true;
689
+ }
690
+ const newMaterial = new MeshStandardMaterial();
691
+ newMaterial["material:fbx"] = material;
692
+ const oldMaterial = material;
693
+ if (oldMaterial) {
694
+ // If a map is present then the FBX color should be ignored
695
+ // Tested e.g. in Unity and Substance Stager
696
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
697
+ if (!oldMaterial.map)
698
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
699
+ else
700
+ newMaterial.color.set(1, 1, 1);
701
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
702
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
703
+ newMaterial.opacity = oldMaterial.opacity;
704
+ newMaterial.displacementScale = oldMaterial.displacementScale;
705
+ newMaterial.transparent = oldMaterial.transparent;
706
+ newMaterial.bumpMap = oldMaterial.bumpMap;
707
+ newMaterial.aoMap = oldMaterial.aoMap;
708
+ newMaterial.map = oldMaterial.map;
709
+ newMaterial.displacementMap = oldMaterial.displacementMap;
710
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
711
+ newMaterial.normalMap = oldMaterial.normalMap;
712
+ newMaterial.envMap = oldMaterial.envMap;
713
+ newMaterial.alphaMap = oldMaterial.alphaMap;
714
+ newMaterial.metalness = oldMaterial.reflectivity;
715
+ newMaterial.vertexColors = oldMaterial.vertexColors;
716
+ if (oldMaterial.shininess) {
717
+ // from blender source code
718
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
719
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
720
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
721
+ }
722
+ newMaterial.needsUpdate = true;
723
+ }
724
+ if (index === undefined) {
725
+ obj.material = newMaterial;
726
+ }
727
+ else {
728
+ array[index] = newMaterial;
729
+ }
730
+ return true;
731
+ }
732
732
  //# sourceMappingURL=engine_three_utils.js.map