@needle-tools/engine 4.4.0-beta → 4.4.0-beta.1

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 (1045) hide show
  1. package/CHANGELOG.md +3604 -3604
  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 +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  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 +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  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 +75 -75
  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 +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
  348. package/lib/engine-components/DeleteBox.js +58 -58
  349. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  350. package/lib/engine-components/DeviceFlag.js +47 -47
  351. package/lib/engine-components/DragControls.d.ts +170 -170
  352. package/lib/engine-components/DragControls.js +1421 -1421
  353. package/lib/engine-components/DropListener.d.ts +215 -215
  354. package/lib/engine-components/DropListener.js +630 -630
  355. package/lib/engine-components/Duplicatable.d.ts +35 -35
  356. package/lib/engine-components/Duplicatable.js +202 -202
  357. package/lib/engine-components/EventList.d.ts +54 -54
  358. package/lib/engine-components/EventList.js +232 -232
  359. package/lib/engine-components/EventTrigger.d.ts +33 -33
  360. package/lib/engine-components/EventTrigger.js +75 -75
  361. package/lib/engine-components/EventType.d.ts +22 -22
  362. package/lib/engine-components/EventType.js +23 -23
  363. package/lib/engine-components/Fog.d.ts +22 -22
  364. package/lib/engine-components/Fog.js +61 -61
  365. package/lib/engine-components/Gizmos.d.ts +17 -17
  366. package/lib/engine-components/Gizmos.js +64 -64
  367. package/lib/engine-components/GridHelper.d.ts +20 -20
  368. package/lib/engine-components/GridHelper.js +54 -54
  369. package/lib/engine-components/GroundProjection.d.ts +67 -67
  370. package/lib/engine-components/GroundProjection.js +343 -343
  371. package/lib/engine-components/Interactable.d.ts +12 -12
  372. package/lib/engine-components/Interactable.js +12 -12
  373. package/lib/engine-components/Joints.d.ts +19 -19
  374. package/lib/engine-components/Joints.js +51 -51
  375. package/lib/engine-components/LODGroup.d.ts +35 -35
  376. package/lib/engine-components/LODGroup.js +152 -152
  377. package/lib/engine-components/Light.d.ts +180 -180
  378. package/lib/engine-components/Light.js +535 -535
  379. package/lib/engine-components/LookAtConstraint.d.ts +19 -19
  380. package/lib/engine-components/LookAtConstraint.js +35 -35
  381. package/lib/engine-components/NeedleMenu.d.ts +50 -50
  382. package/lib/engine-components/NeedleMenu.js +92 -92
  383. package/lib/engine-components/NestedGltf.d.ts +25 -25
  384. package/lib/engine-components/NestedGltf.js +88 -88
  385. package/lib/engine-components/Networking.d.ts +54 -54
  386. package/lib/engine-components/Networking.js +112 -112
  387. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  388. package/lib/engine-components/OffsetConstraint.js +65 -65
  389. package/lib/engine-components/OrbitControls.d.ts +266 -266
  390. package/lib/engine-components/OrbitControls.js +1009 -1009
  391. package/lib/engine-components/PlayerColor.d.ts +19 -19
  392. package/lib/engine-components/PlayerColor.js +94 -94
  393. package/lib/engine-components/ReflectionProbe.d.ts +26 -26
  394. package/lib/engine-components/ReflectionProbe.js +194 -194
  395. package/lib/engine-components/Renderer.d.ts +153 -153
  396. package/lib/engine-components/Renderer.js +830 -830
  397. package/lib/engine-components/RendererInstancing.d.ts +140 -140
  398. package/lib/engine-components/RendererInstancing.js +744 -744
  399. package/lib/engine-components/RendererLightmap.d.ts +24 -24
  400. package/lib/engine-components/RendererLightmap.js +182 -182
  401. package/lib/engine-components/RigidBody.d.ts +155 -155
  402. package/lib/engine-components/RigidBody.js +517 -517
  403. package/lib/engine-components/SceneSwitcher.d.ts +263 -263
  404. package/lib/engine-components/SceneSwitcher.js +951 -951
  405. package/lib/engine-components/ScreenCapture.d.ts +144 -144
  406. package/lib/engine-components/ScreenCapture.js +547 -547
  407. package/lib/engine-components/ShadowCatcher.d.ts +33 -33
  408. package/lib/engine-components/ShadowCatcher.js +166 -166
  409. package/lib/engine-components/Skybox.d.ts +82 -82
  410. package/lib/engine-components/Skybox.js +448 -448
  411. package/lib/engine-components/SmoothFollow.d.ts +34 -34
  412. package/lib/engine-components/SmoothFollow.js +82 -82
  413. package/lib/engine-components/SpatialTrigger.d.ts +102 -102
  414. package/lib/engine-components/SpatialTrigger.js +225 -225
  415. package/lib/engine-components/SpectatorCamera.d.ts +111 -111
  416. package/lib/engine-components/SpectatorCamera.js +715 -715
  417. package/lib/engine-components/SphereCollider.d.ts +2 -2
  418. package/lib/engine-components/SphereCollider.js +2 -2
  419. package/lib/engine-components/SpriteRenderer.d.ts +132 -132
  420. package/lib/engine-components/SpriteRenderer.js +472 -472
  421. package/lib/engine-components/SyncedCamera.d.ts +41 -41
  422. package/lib/engine-components/SyncedCamera.js +199 -199
  423. package/lib/engine-components/SyncedRoom.d.ts +106 -106
  424. package/lib/engine-components/SyncedRoom.js +371 -371
  425. package/lib/engine-components/SyncedTransform.d.ts +88 -88
  426. package/lib/engine-components/SyncedTransform.js +326 -326
  427. package/lib/engine-components/TestRunner.d.ts +16 -16
  428. package/lib/engine-components/TestRunner.js +102 -102
  429. package/lib/engine-components/TransformGizmo.d.ts +75 -75
  430. package/lib/engine-components/TransformGizmo.js +209 -209
  431. package/lib/engine-components/VideoPlayer.d.ts +184 -184
  432. package/lib/engine-components/VideoPlayer.js +978 -978
  433. package/lib/engine-components/Voip.d.ts +67 -67
  434. package/lib/engine-components/Voip.js +360 -360
  435. package/lib/engine-components/api.d.ts +51 -51
  436. package/lib/engine-components/api.js +50 -50
  437. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +11 -11
  438. package/lib/engine-components/avatar/AvatarBlink_Simple.js +76 -76
  439. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +14 -14
  440. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +68 -68
  441. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +29 -29
  442. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +121 -121
  443. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +15 -15
  444. package/lib/engine-components/avatar/Avatar_MouthShapes.js +79 -79
  445. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +9 -9
  446. package/lib/engine-components/avatar/Avatar_MustacheShake.js +29 -29
  447. package/lib/engine-components/codegen/components.d.ts +215 -215
  448. package/lib/engine-components/codegen/components.js +217 -217
  449. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  450. package/lib/engine-components/debug/LogStats.js +18 -18
  451. package/lib/engine-components/export/gltf/GltfExport.d.ts +30 -30
  452. package/lib/engine-components/export/gltf/GltfExport.js +246 -246
  453. package/lib/engine-components/export/gltf/index.d.ts +1 -1
  454. package/lib/engine-components/export/gltf/index.js +1 -1
  455. package/lib/engine-components/export/index.d.ts +1 -1
  456. package/lib/engine-components/export/index.js +1 -1
  457. package/lib/engine-components/export/usdz/Extension.d.ts +22 -22
  458. package/lib/engine-components/export/usdz/Extension.js +1 -1
  459. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +160 -160
  460. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1782 -1782
  461. package/lib/engine-components/export/usdz/USDZExporter.d.ts +130 -130
  462. package/lib/engine-components/export/usdz/USDZExporter.js +663 -663
  463. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +106 -106
  464. package/lib/engine-components/export/usdz/extensions/Animation.js +1071 -1071
  465. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
  466. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
  467. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +54 -54
  468. package/lib/engine-components/export/usdz/extensions/USDZText.js +203 -203
  469. package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
  470. package/lib/engine-components/export/usdz/extensions/USDZUI.js +157 -157
  471. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
  472. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
  473. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +10 -10
  474. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +86 -86
  475. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +28 -28
  476. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +290 -290
  477. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +190 -190
  478. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +1060 -1060
  479. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +135 -135
  480. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +548 -548
  481. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.d.ts +7 -7
  482. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.js +115 -115
  483. package/lib/engine-components/export/usdz/index.d.ts +3 -3
  484. package/lib/engine-components/export/usdz/index.js +2 -2
  485. package/lib/engine-components/export/usdz/utils/animationutils.d.ts +7 -7
  486. package/lib/engine-components/export/usdz/utils/animationutils.js +163 -163
  487. package/lib/engine-components/export/usdz/utils/quicklook.d.ts +2 -2
  488. package/lib/engine-components/export/usdz/utils/quicklook.js +43 -43
  489. package/lib/engine-components/particlesystem/ParticleSystem.d.ts +177 -177
  490. package/lib/engine-components/particlesystem/ParticleSystem.js +1176 -1176
  491. package/lib/engine-components/particlesystem/ParticleSystemModules.d.ts +526 -526
  492. package/lib/engine-components/particlesystem/ParticleSystemModules.js +1930 -1930
  493. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.d.ts +25 -25
  494. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.js +87 -87
  495. package/lib/engine-components/particlesystem/api.d.ts +2 -2
  496. package/lib/engine-components/particlesystem/api.js +2 -2
  497. package/lib/engine-components/postprocessing/Effects/Antialiasing.d.ts +17 -17
  498. package/lib/engine-components/postprocessing/Effects/Antialiasing.js +50 -50
  499. package/lib/engine-components/postprocessing/Effects/BloomEffect.d.ts +46 -46
  500. package/lib/engine-components/postprocessing/Effects/BloomEffect.js +113 -113
  501. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.d.ts +11 -11
  502. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.js +39 -39
  503. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.d.ts +15 -15
  504. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.js +92 -92
  505. package/lib/engine-components/postprocessing/Effects/DepthOfField.d.ts +25 -25
  506. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +104 -104
  507. package/lib/engine-components/postprocessing/Effects/EffectWrapper.d.ts +12 -12
  508. package/lib/engine-components/postprocessing/Effects/EffectWrapper.js +18 -18
  509. package/lib/engine-components/postprocessing/Effects/Pixelation.d.ts +11 -11
  510. package/lib/engine-components/postprocessing/Effects/Pixelation.js +32 -32
  511. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.d.ts +18 -18
  512. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +91 -91
  513. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.d.ts +70 -70
  514. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.js +175 -175
  515. package/lib/engine-components/postprocessing/Effects/Sharpening.d.ts +17 -17
  516. package/lib/engine-components/postprocessing/Effects/Sharpening.js +123 -123
  517. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.d.ts +17 -17
  518. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.js +70 -70
  519. package/lib/engine-components/postprocessing/Effects/Tonemapping.d.ts +26 -26
  520. package/lib/engine-components/postprocessing/Effects/Tonemapping.js +138 -138
  521. package/lib/engine-components/postprocessing/Effects/Vignette.d.ts +15 -15
  522. package/lib/engine-components/postprocessing/Effects/Vignette.js +60 -60
  523. package/lib/engine-components/postprocessing/PostProcessingEffect.d.ts +72 -72
  524. package/lib/engine-components/postprocessing/PostProcessingEffect.js +149 -149
  525. package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +25 -25
  526. package/lib/engine-components/postprocessing/PostProcessingHandler.js +350 -350
  527. package/lib/engine-components/postprocessing/Volume.d.ts +89 -89
  528. package/lib/engine-components/postprocessing/Volume.js +367 -367
  529. package/lib/engine-components/postprocessing/VolumeParameter.d.ts +26 -26
  530. package/lib/engine-components/postprocessing/VolumeParameter.js +136 -136
  531. package/lib/engine-components/postprocessing/VolumeProfile.d.ts +15 -15
  532. package/lib/engine-components/postprocessing/VolumeProfile.js +60 -60
  533. package/lib/engine-components/postprocessing/index.d.ts +5 -5
  534. package/lib/engine-components/postprocessing/index.js +5 -5
  535. package/lib/engine-components/postprocessing/utils.d.ts +11 -11
  536. package/lib/engine-components/postprocessing/utils.js +37 -37
  537. package/lib/engine-components/timeline/PlayableDirector.d.ts +163 -163
  538. package/lib/engine-components/timeline/PlayableDirector.js +686 -686
  539. package/lib/engine-components/timeline/SignalAsset.d.ts +24 -24
  540. package/lib/engine-components/timeline/SignalAsset.js +130 -130
  541. package/lib/engine-components/timeline/TimelineModels.d.ts +89 -89
  542. package/lib/engine-components/timeline/TimelineModels.js +22 -22
  543. package/lib/engine-components/timeline/TimelineTracks.d.ts +110 -110
  544. package/lib/engine-components/timeline/TimelineTracks.js +879 -879
  545. package/lib/engine-components/timeline/index.d.ts +4 -4
  546. package/lib/engine-components/timeline/index.js +3 -3
  547. package/lib/engine-components/ui/BaseUIComponent.d.ts +49 -49
  548. package/lib/engine-components/ui/BaseUIComponent.js +170 -170
  549. package/lib/engine-components/ui/Button.d.ts +64 -64
  550. package/lib/engine-components/ui/Button.js +315 -315
  551. package/lib/engine-components/ui/Canvas.d.ts +74 -74
  552. package/lib/engine-components/ui/Canvas.js +407 -407
  553. package/lib/engine-components/ui/CanvasGroup.d.ts +19 -19
  554. package/lib/engine-components/ui/CanvasGroup.js +58 -58
  555. package/lib/engine-components/ui/EventSystem.d.ts +125 -125
  556. package/lib/engine-components/ui/EventSystem.js +764 -764
  557. package/lib/engine-components/ui/Graphic.d.ts +55 -55
  558. package/lib/engine-components/ui/Graphic.js +254 -254
  559. package/lib/engine-components/ui/Image.d.ts +35 -35
  560. package/lib/engine-components/ui/Image.js +116 -116
  561. package/lib/engine-components/ui/InputField.d.ts +42 -42
  562. package/lib/engine-components/ui/InputField.js +268 -268
  563. package/lib/engine-components/ui/Interfaces.d.ts +38 -38
  564. package/lib/engine-components/ui/Interfaces.js +12 -12
  565. package/lib/engine-components/ui/Layout.d.ts +84 -84
  566. package/lib/engine-components/ui/Layout.js +330 -330
  567. package/lib/engine-components/ui/Outline.d.ts +7 -7
  568. package/lib/engine-components/ui/Outline.js +20 -20
  569. package/lib/engine-components/ui/PointerEvents.d.ts +115 -115
  570. package/lib/engine-components/ui/PointerEvents.js +145 -145
  571. package/lib/engine-components/ui/RaycastUtils.d.ts +11 -11
  572. package/lib/engine-components/ui/RaycastUtils.js +67 -67
  573. package/lib/engine-components/ui/Raycaster.d.ts +30 -30
  574. package/lib/engine-components/ui/Raycaster.js +95 -95
  575. package/lib/engine-components/ui/RectTransform.d.ts +61 -61
  576. package/lib/engine-components/ui/RectTransform.js +353 -353
  577. package/lib/engine-components/ui/SpatialHtml.d.ts +8 -8
  578. package/lib/engine-components/ui/SpatialHtml.js +79 -79
  579. package/lib/engine-components/ui/Text.d.ts +78 -78
  580. package/lib/engine-components/ui/Text.js +539 -539
  581. package/lib/engine-components/ui/Utils.d.ts +24 -24
  582. package/lib/engine-components/ui/Utils.js +90 -90
  583. package/lib/engine-components/ui/index.d.ts +1 -1
  584. package/lib/engine-components/ui/index.js +1 -1
  585. package/lib/engine-components/utils/EnvironmentScene.d.ts +5 -5
  586. package/lib/engine-components/utils/EnvironmentScene.js +205 -205
  587. package/lib/engine-components/utils/LookAt.d.ts +31 -31
  588. package/lib/engine-components/utils/LookAt.js +82 -82
  589. package/lib/engine-components/utils/OpenURL.d.ts +42 -42
  590. package/lib/engine-components/utils/OpenURL.js +119 -119
  591. package/lib/engine-components/webxr/Avatar.d.ts +25 -25
  592. package/lib/engine-components/webxr/Avatar.js +255 -255
  593. package/lib/engine-components/webxr/TeleportTarget.d.ts +7 -7
  594. package/lib/engine-components/webxr/TeleportTarget.js +7 -7
  595. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +30 -30
  596. package/lib/engine-components/webxr/WebARCameraBackground.js +155 -155
  597. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +98 -98
  598. package/lib/engine-components/webxr/WebARSessionRoot.js +770 -770
  599. package/lib/engine-components/webxr/WebXR.d.ts +232 -232
  600. package/lib/engine-components/webxr/WebXR.js +561 -561
  601. package/lib/engine-components/webxr/WebXRAvatar.d.ts +27 -27
  602. package/lib/engine-components/webxr/WebXRAvatar.js +44 -44
  603. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +86 -86
  604. package/lib/engine-components/webxr/WebXRImageTracking.js +470 -470
  605. package/lib/engine-components/webxr/WebXRPlaneTracking.d.ts +92 -92
  606. package/lib/engine-components/webxr/WebXRPlaneTracking.js +500 -500
  607. package/lib/engine-components/webxr/WebXRRig.d.ts +32 -32
  608. package/lib/engine-components/webxr/WebXRRig.js +72 -72
  609. package/lib/engine-components/webxr/XRFlag.d.ts +38 -38
  610. package/lib/engine-components/webxr/XRFlag.js +139 -139
  611. package/lib/engine-components/webxr/controllers/XRControllerFollow.d.ts +47 -47
  612. package/lib/engine-components/webxr/controllers/XRControllerFollow.js +120 -120
  613. package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +43 -43
  614. package/lib/engine-components/webxr/controllers/XRControllerModel.js +351 -351
  615. package/lib/engine-components/webxr/controllers/XRControllerMovement.d.ts +78 -78
  616. package/lib/engine-components/webxr/controllers/XRControllerMovement.js +506 -506
  617. package/lib/engine-components/webxr/index.d.ts +3 -3
  618. package/lib/engine-components/webxr/index.js +3 -3
  619. package/lib/engine-components/webxr/types.d.ts +3 -3
  620. package/lib/engine-components/webxr/types.js +1 -1
  621. package/lib/engine-components-experimental/Presentation.d.ts +6 -6
  622. package/lib/engine-components-experimental/Presentation.js +9 -9
  623. package/lib/engine-components-experimental/api.d.ts +4 -4
  624. package/lib/engine-components-experimental/api.js +4 -4
  625. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +156 -156
  626. package/lib/engine-components-experimental/networking/PlayerSync.js +377 -377
  627. package/lib/engine-schemes/api.d.ts +12 -12
  628. package/lib/engine-schemes/api.js +12 -12
  629. package/lib/engine-schemes/schemes.d.ts +7 -7
  630. package/lib/engine-schemes/schemes.js +19 -19
  631. package/lib/engine-schemes/synced-camera-model.d.ts +25 -25
  632. package/lib/engine-schemes/synced-camera-model.js +67 -67
  633. package/lib/engine-schemes/synced-transform-model.d.ts +31 -31
  634. package/lib/engine-schemes/synced-transform-model.js +66 -66
  635. package/lib/engine-schemes/transform.d.ts +12 -12
  636. package/lib/engine-schemes/transform.js +39 -39
  637. package/lib/engine-schemes/vec2.d.ts +10 -10
  638. package/lib/engine-schemes/vec2.js +25 -25
  639. package/lib/engine-schemes/vec3.d.ts +11 -11
  640. package/lib/engine-schemes/vec3.js +29 -29
  641. package/lib/engine-schemes/vec4.d.ts +12 -12
  642. package/lib/engine-schemes/vec4.js +33 -33
  643. package/lib/engine-schemes/vr-user-state-buffer.d.ts +37 -37
  644. package/lib/engine-schemes/vr-user-state-buffer.js +110 -110
  645. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.d.ts +6 -6
  646. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.js +45 -45
  647. package/lib/needle-engine.d.ts +7 -7
  648. package/lib/needle-engine.js +64 -64
  649. package/package.json +1 -1
  650. package/plugins/common/buildinfo.js +64 -63
  651. package/plugins/common/config.cjs +31 -31
  652. package/plugins/common/config.js +35 -35
  653. package/plugins/common/files.js +31 -31
  654. package/plugins/common/generator.js +10 -10
  655. package/plugins/common/license.js +249 -224
  656. package/plugins/common/npm.js +15 -15
  657. package/plugins/common/timers.js +7 -7
  658. package/plugins/common/version.js +37 -37
  659. package/plugins/gltf-packer.mjs +1 -1
  660. package/plugins/next/alias.cjs +39 -39
  661. package/plugins/next/license.cjs +18 -18
  662. package/plugins/next/meshbvhworker.cjs +18 -18
  663. package/plugins/next/next.js +128 -128
  664. package/plugins/types/index.d.ts +2 -2
  665. package/plugins/types/license.d.ts +24 -24
  666. package/plugins/types/needleConfig.d.ts +27 -27
  667. package/plugins/types/userconfig.d.ts +105 -105
  668. package/plugins/types/webmanifest.d.ts +32 -32
  669. package/plugins/vite/alias.js +174 -174
  670. package/plugins/vite/asap.js +245 -245
  671. package/plugins/vite/build-pipeline.js +354 -354
  672. package/plugins/vite/build.js +19 -19
  673. package/plugins/vite/buildinfo.js +41 -41
  674. package/plugins/vite/config.js +106 -106
  675. package/plugins/vite/copyfiles.js +138 -138
  676. package/plugins/vite/defines.js +66 -66
  677. package/plugins/vite/dependencies.js +213 -213
  678. package/plugins/vite/dependency-watcher.js +231 -231
  679. package/plugins/vite/drop-client.js +76 -76
  680. package/plugins/vite/drop.js +87 -87
  681. package/plugins/vite/editor-connection.js +124 -124
  682. package/plugins/vite/facebook-instant-games.js +99 -99
  683. package/plugins/vite/gzip.js +5 -5
  684. package/plugins/vite/imports-logger.js +143 -143
  685. package/plugins/vite/index.js +139 -139
  686. package/plugins/vite/license.js +55 -55
  687. package/plugins/vite/meta.js +163 -163
  688. package/plugins/vite/npm.js +7 -7
  689. package/plugins/vite/peer.js +29 -29
  690. package/plugins/vite/poster-client.js +73 -73
  691. package/plugins/vite/poster.js +79 -79
  692. package/plugins/vite/pwa.js +604 -604
  693. package/plugins/vite/reload-client.js +15 -15
  694. package/plugins/vite/reload.js +363 -363
  695. package/plugins/vite/server.js +66 -66
  696. package/plugins/vite/transform-codegen.js +55 -55
  697. package/plugins/vite/transform.js +31 -31
  698. package/plugins/vite/vite-4.4-hack.js +31 -31
  699. package/src/asap/needle-asap.ts +111 -111
  700. package/src/asap/sessiongranted.ts +75 -75
  701. package/src/asap/utils.ts +4 -4
  702. package/src/engine/analytics/index.ts +10 -10
  703. package/src/engine/analytics/lcp.ts +35 -35
  704. package/src/engine/api.ts +81 -81
  705. package/src/engine/assets/index.ts +59 -59
  706. package/src/engine/assets/static.js +5 -5
  707. package/src/engine/codegen/register_types.ts +298 -298
  708. package/src/engine/debug/debug.ts +51 -51
  709. package/src/engine/debug/debug_console.ts +333 -333
  710. package/src/engine/debug/debug_overlay.ts +332 -332
  711. package/src/engine/debug/debug_spatial_console.ts +429 -429
  712. package/src/engine/debug/index.ts +1 -1
  713. package/src/engine/engine_addressables.ts +679 -679
  714. package/src/engine/engine_animation.ts +145 -145
  715. package/src/engine/engine_application.ts +113 -113
  716. package/src/engine/engine_assetdatabase.ts +387 -387
  717. package/src/engine/engine_audio.ts +24 -24
  718. package/src/engine/engine_camera.ts +39 -39
  719. package/src/engine/engine_components.ts +373 -373
  720. package/src/engine/engine_components_internal.ts +40 -40
  721. package/src/engine/engine_constants.ts +52 -52
  722. package/src/engine/engine_context.ts +1662 -1662
  723. package/src/engine/engine_context_registry.ts +129 -129
  724. package/src/engine/engine_coroutine.ts +54 -54
  725. package/src/engine/engine_create_objects.ts +398 -398
  726. package/src/engine/engine_default_parameters.ts +3 -3
  727. package/src/engine/engine_editor-sync.ts +28 -28
  728. package/src/engine/engine_element.ts +871 -871
  729. package/src/engine/engine_element_attributes.ts +85 -85
  730. package/src/engine/engine_element_extras.ts +16 -16
  731. package/src/engine/engine_element_loading.ts +381 -381
  732. package/src/engine/engine_element_overlay.ts +186 -186
  733. package/src/engine/engine_fileloader.js +9 -9
  734. package/src/engine/engine_gameobject.ts +684 -684
  735. package/src/engine/engine_generic_utils.js +13 -13
  736. package/src/engine/engine_gizmos.ts +577 -577
  737. package/src/engine/engine_gltf.ts +29 -29
  738. package/src/engine/engine_gltf_builtin_components.ts +403 -403
  739. package/src/engine/engine_hot_reload.ts +198 -198
  740. package/src/engine/engine_input.ts +1460 -1460
  741. package/src/engine/engine_input_utils.ts +23 -23
  742. package/src/engine/engine_instancing.ts +45 -45
  743. package/src/engine/engine_license.ts +329 -329
  744. package/src/engine/engine_lifecycle_api.ts +106 -106
  745. package/src/engine/engine_lifecycle_functions_internal.ts +193 -193
  746. package/src/engine/engine_lightdata.ts +117 -117
  747. package/src/engine/engine_loaders.ts +82 -82
  748. package/src/engine/engine_lods.ts +168 -168
  749. package/src/engine/engine_mainloop_utils.ts +472 -472
  750. package/src/engine/engine_math.ts +282 -282
  751. package/src/engine/engine_modules.ts +83 -83
  752. package/src/engine/engine_networking.ts +841 -841
  753. package/src/engine/engine_networking_auto.ts +352 -352
  754. package/src/engine/engine_networking_blob.ts +254 -254
  755. package/src/engine/engine_networking_files.ts +217 -217
  756. package/src/engine/engine_networking_files_default_components.ts +58 -58
  757. package/src/engine/engine_networking_instantiate.ts +419 -419
  758. package/src/engine/engine_networking_peer.ts +159 -159
  759. package/src/engine/engine_networking_streams.ts +713 -713
  760. package/src/engine/engine_networking_types.ts +24 -24
  761. package/src/engine/engine_networking_utils.ts +23 -23
  762. package/src/engine/engine_networking_websocket.ts +2 -2
  763. package/src/engine/engine_patcher.ts +199 -199
  764. package/src/engine/engine_physics.ts +783 -783
  765. package/src/engine/engine_physics.types.ts +46 -46
  766. package/src/engine/engine_physics_rapier.ts +1579 -1579
  767. package/src/engine/engine_playerview.ts +80 -80
  768. package/src/engine/engine_scenelighting.ts +294 -294
  769. package/src/engine/engine_scenetools.ts +365 -365
  770. package/src/engine/engine_serialization.ts +2 -2
  771. package/src/engine/engine_serialization_builtin_serializer.ts +473 -473
  772. package/src/engine/engine_serialization_core.ts +705 -705
  773. package/src/engine/engine_serialization_decorator.ts +80 -80
  774. package/src/engine/engine_setup.ts +1 -1
  775. package/src/engine/engine_shaders.ts +267 -267
  776. package/src/engine/engine_shims.ts +32 -32
  777. package/src/engine/engine_test_utils.ts +109 -109
  778. package/src/engine/engine_texture.ts +82 -82
  779. package/src/engine/engine_three_utils.ts +849 -849
  780. package/src/engine/engine_time.ts +94 -94
  781. package/src/engine/engine_time_utils.ts +237 -237
  782. package/src/engine/engine_tonemapping.ts +210 -210
  783. package/src/engine/engine_types.ts +714 -714
  784. package/src/engine/engine_typestore.ts +63 -63
  785. package/src/engine/engine_util_decorator.ts +136 -136
  786. package/src/engine/engine_utils.ts +972 -972
  787. package/src/engine/engine_utils_format.ts +212 -212
  788. package/src/engine/engine_utils_screenshot.ts +698 -698
  789. package/src/engine/engine_utils_screenshot.xr.ts +103 -103
  790. package/src/engine/export/gltf/Writers.ts +34 -34
  791. package/src/engine/export/gltf/index.ts +158 -158
  792. package/src/engine/export/index.ts +2 -2
  793. package/src/engine/export/state.ts +19 -19
  794. package/src/engine/export/utils.ts +9 -9
  795. package/src/engine/extensions/EXT_texture_exr.ts +50 -50
  796. package/src/engine/extensions/NEEDLE_animator_controller_model.ts +195 -195
  797. package/src/engine/extensions/NEEDLE_components.ts +268 -268
  798. package/src/engine/extensions/NEEDLE_gameobject_data.ts +81 -81
  799. package/src/engine/extensions/NEEDLE_lighting_settings.ts +185 -185
  800. package/src/engine/extensions/NEEDLE_lightmaps.ts +119 -119
  801. package/src/engine/extensions/NEEDLE_persistent_assets.ts +76 -76
  802. package/src/engine/extensions/NEEDLE_render_objects.ts +209 -209
  803. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +640 -640
  804. package/src/engine/extensions/extension_resolver.ts +4 -4
  805. package/src/engine/extensions/extension_utils.ts +166 -166
  806. package/src/engine/extensions/extensions.ts +135 -135
  807. package/src/engine/extensions/index.ts +5 -5
  808. package/src/engine/extensions/usage_tracker.ts +100 -100
  809. package/src/engine/js-extensions/Camera.ts +37 -37
  810. package/src/engine/js-extensions/ExtensionUtils.ts +85 -85
  811. package/src/engine/js-extensions/Layers.ts +23 -23
  812. package/src/engine/js-extensions/Object3D.ts +296 -296
  813. package/src/engine/js-extensions/RGBAColor.ts +75 -75
  814. package/src/engine/js-extensions/Vector.ts +18 -18
  815. package/src/engine/js-extensions/index.ts +4 -4
  816. package/src/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +122 -122
  817. package/src/engine/shaders/shaderData.ts +67 -67
  818. package/src/engine/tests/test_utils.ts +63 -63
  819. package/src/engine/webcomponents/WebXRButtons.ts +260 -260
  820. package/src/engine/webcomponents/api.ts +6 -6
  821. package/src/engine/webcomponents/buttons.ts +262 -262
  822. package/src/engine/webcomponents/fonts.ts +41 -41
  823. package/src/engine/webcomponents/icons.ts +57 -57
  824. package/src/engine/webcomponents/index.ts +1 -1
  825. package/src/engine/webcomponents/logo-element.ts +78 -78
  826. package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +573 -573
  827. package/src/engine/webcomponents/needle menu/needle-menu.ts +1107 -1107
  828. package/src/engine/webcomponents/needle-button.ts +181 -181
  829. package/src/engine/xr/NeedleXRController.ts +1126 -1126
  830. package/src/engine/xr/NeedleXRSession.ts +1585 -1585
  831. package/src/engine/xr/NeedleXRSync.ts +220 -220
  832. package/src/engine/xr/SceneTransition.ts +78 -78
  833. package/src/engine/xr/TempXRContext.ts +216 -216
  834. package/src/engine/xr/XRRig.ts +9 -9
  835. package/src/engine/xr/api.ts +5 -5
  836. package/src/engine/xr/events.ts +102 -102
  837. package/src/engine/xr/internal.ts +34 -34
  838. package/src/engine/xr/usdz.ts +30 -30
  839. package/src/engine/xr/utils.ts +39 -39
  840. package/src/engine-components/AlignmentConstraint.ts +36 -36
  841. package/src/engine-components/Animation.ts +557 -557
  842. package/src/engine-components/AnimationCurve.ts +150 -150
  843. package/src/engine-components/AnimationUtils.ts +28 -28
  844. package/src/engine-components/AnimationUtilsAutoplay.ts +43 -43
  845. package/src/engine-components/Animator.ts +397 -397
  846. package/src/engine-components/AnimatorController.ts +1293 -1293
  847. package/src/engine-components/AudioListener.ts +92 -92
  848. package/src/engine-components/AudioSource.ts +639 -639
  849. package/src/engine-components/AvatarLoader.ts +263 -263
  850. package/src/engine-components/AxesHelper.ts +59 -59
  851. package/src/engine-components/BasicIKConstraint.ts +54 -54
  852. package/src/engine-components/BoxCollider.ts +1 -1
  853. package/src/engine-components/BoxHelperComponent.ts +114 -114
  854. package/src/engine-components/Camera.ts +707 -707
  855. package/src/engine-components/CameraUtils.ts +144 -144
  856. package/src/engine-components/CharacterController.ts +253 -253
  857. package/src/engine-components/Collider.ts +374 -374
  858. package/src/engine-components/Component.ts +1294 -1294
  859. package/src/engine-components/ContactShadows.ts +482 -482
  860. package/src/engine-components/DeleteBox.ts +62 -62
  861. package/src/engine-components/DeviceFlag.ts +46 -46
  862. package/src/engine-components/DragControls.ts +1623 -1623
  863. package/src/engine-components/DropListener.ts +698 -698
  864. package/src/engine-components/Duplicatable.ts +198 -198
  865. package/src/engine-components/EventList.ts +266 -266
  866. package/src/engine-components/EventTrigger.ts +74 -74
  867. package/src/engine-components/EventType.ts +22 -22
  868. package/src/engine-components/Fog.ts +60 -60
  869. package/src/engine-components/Gizmos.ts +56 -56
  870. package/src/engine-components/GridHelper.ts +48 -48
  871. package/src/engine-components/GroundProjection.ts +356 -356
  872. package/src/engine-components/Interactable.ts +14 -14
  873. package/src/engine-components/Joints.ts +52 -52
  874. package/src/engine-components/LODGroup.ts +153 -153
  875. package/src/engine-components/Light.ts +558 -558
  876. package/src/engine-components/LookAtConstraint.ts +25 -25
  877. package/src/engine-components/NeedleMenu.ts +84 -84
  878. package/src/engine-components/NestedGltf.ts +86 -86
  879. package/src/engine-components/Networking.ts +114 -114
  880. package/src/engine-components/OffsetConstraint.ts +60 -60
  881. package/src/engine-components/OrbitControls.ts +1068 -1068
  882. package/src/engine-components/PlayerColor.ts +103 -103
  883. package/src/engine-components/ReflectionProbe.ts +209 -209
  884. package/src/engine-components/Renderer.ts +900 -900
  885. package/src/engine-components/RendererInstancing.ts +855 -855
  886. package/src/engine-components/RendererLightmap.ts +198 -198
  887. package/src/engine-components/RigidBody.ts +526 -526
  888. package/src/engine-components/SceneSwitcher.ts +1013 -1013
  889. package/src/engine-components/ScreenCapture.ts +592 -592
  890. package/src/engine-components/ShadowCatcher.ts +172 -172
  891. package/src/engine-components/Skybox.ts +455 -455
  892. package/src/engine-components/SmoothFollow.ts +76 -76
  893. package/src/engine-components/SpatialTrigger.ts +229 -229
  894. package/src/engine-components/SpectatorCamera.ts +787 -787
  895. package/src/engine-components/SphereCollider.ts +1 -1
  896. package/src/engine-components/SpriteRenderer.ts +468 -468
  897. package/src/engine-components/SyncedCamera.ts +220 -220
  898. package/src/engine-components/SyncedRoom.ts +380 -380
  899. package/src/engine-components/SyncedTransform.ts +378 -378
  900. package/src/engine-components/TestRunner.ts +118 -118
  901. package/src/engine-components/TransformGizmo.ts +219 -219
  902. package/src/engine-components/VideoPlayer.ts +1025 -1025
  903. package/src/engine-components/Voip.ts +363 -363
  904. package/src/engine-components/api.ts +60 -60
  905. package/src/engine-components/avatar/AvatarBlink_Simple.ts +69 -69
  906. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +63 -63
  907. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +139 -139
  908. package/src/engine-components/avatar/Avatar_MouthShapes.ts +83 -83
  909. package/src/engine-components/avatar/Avatar_MustacheShake.ts +31 -31
  910. package/src/engine-components/codegen/components.ts +216 -216
  911. package/src/engine-components/debug/LogStats.ts +21 -21
  912. package/src/engine-components/export/gltf/GltfExport.ts +265 -265
  913. package/src/engine-components/export/usdz/Extension.ts +24 -24
  914. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2413 -2413
  915. package/src/engine-components/export/usdz/USDZExporter.ts +705 -705
  916. package/src/engine-components/export/usdz/extensions/Animation.ts +1204 -1204
  917. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  918. package/src/engine-components/export/usdz/extensions/USDZText.ts +240 -240
  919. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  920. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  921. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  922. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  923. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1225 -1225
  924. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  925. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  926. package/src/engine-components/export/usdz/index.ts +2 -2
  927. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  928. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  929. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  930. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  931. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  932. package/src/engine-components/particlesystem/api.ts +1 -1
  933. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +55 -55
  934. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  935. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  936. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +95 -95
  937. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  938. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  939. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  940. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  941. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +191 -191
  942. package/src/engine-components/postprocessing/Effects/Sharpening.ts +138 -138
  943. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  944. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +155 -155
  945. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  946. package/src/engine-components/postprocessing/PostProcessingEffect.ts +172 -172
  947. package/src/engine-components/postprocessing/PostProcessingHandler.ts +398 -398
  948. package/src/engine-components/postprocessing/Volume.ts +410 -410
  949. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  950. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  951. package/src/engine-components/postprocessing/index.ts +5 -5
  952. package/src/engine-components/postprocessing/utils.ts +52 -52
  953. package/src/engine-components/timeline/PlayableDirector.ts +722 -722
  954. package/src/engine-components/timeline/SignalAsset.ts +144 -144
  955. package/src/engine-components/timeline/TimelineModels.ts +92 -92
  956. package/src/engine-components/timeline/TimelineTracks.ts +967 -967
  957. package/src/engine-components/timeline/index.ts +3 -3
  958. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  959. package/src/engine-components/ui/Button.ts +307 -307
  960. package/src/engine-components/ui/Canvas.ts +419 -419
  961. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  962. package/src/engine-components/ui/EventSystem.ts +853 -853
  963. package/src/engine-components/ui/Graphic.ts +275 -275
  964. package/src/engine-components/ui/Image.ts +112 -112
  965. package/src/engine-components/ui/InputField.ts +321 -321
  966. package/src/engine-components/ui/Interfaces.ts +57 -57
  967. package/src/engine-components/ui/Layout.ts +334 -334
  968. package/src/engine-components/ui/Outline.ts +13 -13
  969. package/src/engine-components/ui/PointerEvents.ts +206 -206
  970. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  971. package/src/engine-components/ui/Raycaster.ts +102 -102
  972. package/src/engine-components/ui/RectTransform.ts +372 -372
  973. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  974. package/src/engine-components/ui/Text.ts +578 -578
  975. package/src/engine-components/ui/Utils.ts +112 -112
  976. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  977. package/src/engine-components/utils/LookAt.ts +88 -88
  978. package/src/engine-components/utils/OpenURL.ts +114 -114
  979. package/src/engine-components/webxr/Avatar.ts +265 -265
  980. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  981. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  982. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  983. package/src/engine-components/webxr/WebXR.ts +585 -585
  984. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  985. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  986. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  987. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  988. package/src/engine-components/webxr/XRFlag.ts +147 -147
  989. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  990. package/src/engine-components/webxr/controllers/XRControllerModel.ts +374 -374
  991. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  992. package/src/engine-components/webxr/index.ts +2 -2
  993. package/src/engine-components/webxr/types.ts +3 -3
  994. package/src/engine-components-experimental/Presentation.ts +12 -12
  995. package/src/engine-components-experimental/api.ts +4 -4
  996. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  997. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  998. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  999. package/src/engine-schemes/README.md +1 -1
  1000. package/src/engine-schemes/api.ts +12 -12
  1001. package/src/engine-schemes/schemes.ts +28 -28
  1002. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1003. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1004. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1005. package/src/engine-schemes/transform.ts +50 -50
  1006. package/src/engine-schemes/transforms.fbs +25 -25
  1007. package/src/engine-schemes/vec.fbs +19 -19
  1008. package/src/engine-schemes/vec2.ts +33 -33
  1009. package/src/engine-schemes/vec3.ts +38 -38
  1010. package/src/engine-schemes/vec4.ts +43 -43
  1011. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1012. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1013. package/src/include/draco/draco_decoder.js +34 -34
  1014. package/src/include/ktx2/basis_transcoder.js +21 -21
  1015. package/src/include/needle/arial-msdf.json +1471 -1471
  1016. package/src/include/three/DragControls.js +231 -231
  1017. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1018. package/src/needle-engine.ts +70 -70
  1019. package/lib/engine/engine.d.ts +0 -4
  1020. package/lib/engine/engine.js +0 -12
  1021. package/lib/engine/engine.js.map +0 -1
  1022. package/lib/engine/engine_web_api.d.ts +0 -12
  1023. package/lib/engine/engine_web_api.js +0 -113
  1024. package/lib/engine/engine_web_api.js.map +0 -1
  1025. package/lib/engine-components/FlyControls.d.ts +0 -10
  1026. package/lib/engine-components/FlyControls.js +0 -29
  1027. package/lib/engine-components/FlyControls.js.map +0 -1
  1028. package/src/engine-schemes/dist/api.js +0 -17
  1029. package/src/engine-schemes/dist/api.js.meta +0 -7
  1030. package/src/engine-schemes/dist/schemes.js +0 -25
  1031. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1033. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1035. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1036. package/src/engine-schemes/dist/transform.js +0 -46
  1037. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec2.js +0 -32
  1039. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec3.js +0 -36
  1041. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vec4.js +0 -40
  1043. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1044. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1422 +1,1422 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
- import { Gizmos } from "../engine/engine_gizmos.js";
9
- import { InstancingUtil } from "../engine/engine_instancing.js";
10
- import { Mathf } from "../engine/engine_math.js";
11
- import { RaycastOptions } from "../engine/engine_physics.js";
12
- import { serializable } from "../engine/engine_serialization_decorator.js";
13
- import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
- import { getParam } from "../engine/engine_utils.js";
15
- import { NeedleXRSession } from "../engine/engine_xr.js";
16
- import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
- import { Behaviour, GameObject } from "./Component.js";
18
- import { UsageMarker } from "./Interactable.js";
19
- import { Rigidbody } from "./RigidBody.js";
20
- import { SyncedTransform } from "./SyncedTransform.js";
21
- import { ObjectRaycaster } from "./ui/Raycaster.js";
22
- /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
- const debug = getParam("debugdrag");
24
- /** Buffer to store currently active DragControls components */
25
- const dragControlsBuffer = [];
26
- /**
27
- * The DragMode determines how an object is dragged around in the scene.
28
- */
29
- export var DragMode;
30
- (function (DragMode) {
31
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
- DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
- DragMode[DragMode["Attached"] = 1] = "Attached";
35
- /** Object is dragged along the initial raycast hit normal. */
36
- DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
- DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
- /** The drag plane is snapped to surfaces in the scene while dragging. */
40
- DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
- /** Don't allow dragging the object */
42
- DragMode[DragMode["None"] = 5] = "None";
43
- })(DragMode || (DragMode = {}));
44
- /**
45
- * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
- * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
- *
48
- * @category Interactivity
49
- * @group Components
50
- */
51
- export class DragControls extends Behaviour {
52
- /**
53
- * Checks if any DragControls component is currently active with selected objects
54
- * @returns True if any DragControls component is currently active
55
- */
56
- static get HasAnySelected() { return this._active > 0; }
57
- static _active = 0;
58
- /**
59
- * Retrieves a list of all DragControl components that are currently dragging objects.
60
- * @returns Array of currently active DragControls components
61
- */
62
- static get CurrentlySelected() {
63
- dragControlsBuffer.length = 0;
64
- for (const dc of this._instances) {
65
- if (dc._isDragging) {
66
- dragControlsBuffer.push(dc);
67
- }
68
- }
69
- return dragControlsBuffer;
70
- }
71
- /** Registry of currently active and enabled DragControls components */
72
- static _instances = [];
73
- /**
74
- * Determines how and where the object is dragged along. Different modes include
75
- * dragging along a plane, attached to the pointer, or following surface normals.
76
- */
77
- dragMode = DragMode.DynamicViewAngle;
78
- /**
79
- * Snaps dragged objects to a 3D grid with the specified resolution.
80
- * Set to 0 to disable snapping.
81
- */
82
- snapGridResolution = 0.0;
83
- /**
84
- * When true, maintains the original rotation of the dragged object while moving it.
85
- * When false, allows the object to rotate freely during dragging.
86
- */
87
- keepRotation = true;
88
- /**
89
- * Determines how and where the object is dragged along while dragging in XR.
90
- * Uses a separate setting from regular drag mode for better XR interaction.
91
- */
92
- xrDragMode = DragMode.Attached;
93
- /**
94
- * When true, maintains the original rotation of the dragged object during XR dragging.
95
- * When false, allows the object to rotate freely during XR dragging.
96
- */
97
- xrKeepRotation = false;
98
- /**
99
- * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
- * Higher values make distance changes more pronounced.
101
- * This is similar to mouse acceleration on a screen.
102
- */
103
- xrDistanceDragFactor = 1;
104
- /**
105
- * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
- * providing visual feedback about the object's position relative to surfaces below it.
107
- */
108
- showGizmo = false;
109
- /**
110
- * Returns the object currently being dragged by this DragControls component, if any.
111
- * @returns The object being dragged or null if no object is currently dragged
112
- */
113
- get draggedObject() {
114
- return this._targetObject;
115
- }
116
- /**
117
- * Updates the object that is being dragged by the DragControls.
118
- * This can be used to change the target during a drag operation.
119
- * @param obj The new object to drag, or null to stop dragging
120
- */
121
- setTargetObject(obj) {
122
- this._targetObject = obj;
123
- for (const handler of this._dragHandlers.values()) {
124
- handler.setTargetObject(obj);
125
- }
126
- // If the object was kinematic we want to reset it
127
- const wasKinematicKey = "_rigidbody-was-kinematic";
128
- if (this._rigidbody?.[wasKinematicKey] === false) {
129
- this._rigidbody.isKinematic = false;
130
- this._rigidbody[wasKinematicKey] = undefined;
131
- }
132
- this._rigidbody = null;
133
- // If we have a object that is being dragged we want to get the Rigidbody component
134
- // and we set kinematic to false while it's being dragged
135
- if (obj) {
136
- this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
- if (this._rigidbody?.isKinematic === false) {
138
- this._rigidbody.isKinematic = true;
139
- this._rigidbody[wasKinematicKey] = false;
140
- }
141
- }
142
- }
143
- _rigidbody = null;
144
- // future:
145
- // constraints?
146
- /** The object to be dragged – we pass this to handlers when they are created */
147
- _targetObject = null;
148
- _dragHelper = null;
149
- static lastHovered;
150
- _draggingRigidbodies = [];
151
- _potentialDragStartEvt = null;
152
- _dragHandlers = new Map();
153
- _totalMovement = new Vector3();
154
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
- _marker = null;
156
- _isDragging = false;
157
- _didDrag = false;
158
- /** @internal */
159
- awake() {
160
- // initialize all data that may be cloned incorrectly otherwise
161
- this._potentialDragStartEvt = null;
162
- this._dragHandlers = new Map();
163
- this._totalMovement = new Vector3();
164
- this._marker = null;
165
- this._isDragging = false;
166
- this._didDrag = false;
167
- this._dragHelper = null;
168
- this._draggingRigidbodies = [];
169
- }
170
- /** @internal */
171
- start() {
172
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
- this.gameObject.addComponent(ObjectRaycaster);
174
- }
175
- /** @internal */
176
- onEnable() {
177
- DragControls._instances.push(this);
178
- }
179
- /** @internal */
180
- onDisable() {
181
- DragControls._instances = DragControls._instances.filter(i => i !== this);
182
- }
183
- /**
184
- * Checks if editing is allowed for the current networking connection.
185
- * @param _obj Optional object to check edit permissions for
186
- * @returns True if editing is allowed
187
- */
188
- allowEdit(_obj = null) {
189
- return this.context.connection.allowEditing;
190
- }
191
- /**
192
- * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
- * @param evt Pointer event data containing information about the interaction
194
- * @internal
195
- */
196
- onPointerEnter(evt) {
197
- if (!this.allowEdit(this.gameObject))
198
- return;
199
- if (evt.mode !== "screen")
200
- return;
201
- // get the drag mode and check if we need to abort early here
202
- const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
- if (dragMode === DragMode.None)
205
- return;
206
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
- if (!dc || dc !== this)
208
- return;
209
- DragControls.lastHovered = evt.object;
210
- this.context.domElement.style.cursor = 'pointer';
211
- }
212
- /**
213
- * Handles pointer movement events. Marks the event as used if dragging is active.
214
- * @param args Pointer event data containing information about the movement
215
- * @internal
216
- */
217
- onPointerMove(args) {
218
- if (this._isDragging || this._potentialDragStartEvt !== null)
219
- args.use();
220
- }
221
- /**
222
- * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
- * @param evt Pointer event data containing information about the interaction
224
- * @internal
225
- */
226
- onPointerExit(evt) {
227
- if (!this.allowEdit(this.gameObject))
228
- return;
229
- if (evt.mode !== "screen")
230
- return;
231
- if (DragControls.lastHovered !== evt.object)
232
- return;
233
- this.context.domElement.style.cursor = 'auto';
234
- }
235
- /**
236
- * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
- * @param args Pointer event data containing information about the interaction
238
- * @internal
239
- */
240
- onPointerDown(args) {
241
- if (!this.allowEdit(this.gameObject))
242
- return;
243
- if (args.used)
244
- return;
245
- // get the drag mode and check if we need to abort early here
246
- const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
- if (dragMode === DragMode.None)
249
- return;
250
- DragControls.lastHovered = args.object;
251
- if (args.button === 0) {
252
- if (this._dragHandlers.size === 0) {
253
- this._didDrag = false;
254
- this._totalMovement.set(0, 0, 0);
255
- this._potentialDragStartEvt = args;
256
- }
257
- if (!this._targetObject) {
258
- this.setTargetObject(this.gameObject);
259
- }
260
- DragControls._active += 1;
261
- const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
- this._dragHandlers.set(args.event.space, newDragHandler);
263
- newDragHandler.onDragStart(args);
264
- if (this._dragHandlers.size === 2) {
265
- const iterator = this._dragHandlers.values();
266
- const a = iterator.next().value;
267
- const b = iterator.next().value;
268
- if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
- const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
- this._dragHandlers.set(this.gameObject, mtHandler);
271
- mtHandler.onDragStart(args);
272
- }
273
- else {
274
- console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
- }
276
- }
277
- args.use();
278
- }
279
- }
280
- /**
281
- * Handles pointer up events. Finalizes or cancels the drag operation.
282
- * @param args Pointer event data containing information about the interaction
283
- * @internal
284
- */
285
- onPointerUp(args) {
286
- if (debug)
287
- Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
- if (!this.allowEdit(this.gameObject))
289
- return;
290
- if (args.button !== 0)
291
- return;
292
- this._potentialDragStartEvt = null;
293
- const handler = this._dragHandlers.get(args.event.space);
294
- const mtHandler = this._dragHandlers.get(this.gameObject);
295
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
- // any of the two handlers has been released, so we can remove the multi-touch handler
297
- this._dragHandlers.delete(this.gameObject);
298
- mtHandler.onDragEnd(args);
299
- }
300
- if (handler) {
301
- if (DragControls._active > 0)
302
- DragControls._active -= 1;
303
- this.setTargetObject(null);
304
- if (handler.onDragEnd)
305
- handler.onDragEnd(args);
306
- this._dragHandlers.delete(args.event.space);
307
- if (this._dragHandlers.size === 0) {
308
- this.onLastDragEnd(args);
309
- }
310
- args.use();
311
- }
312
- }
313
- /**
314
- * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
- * and triggers drag start once there's enough movement.
316
- * @internal
317
- */
318
- update() {
319
- for (const handler of this._dragHandlers.values()) {
320
- if (handler.collectMovementInfo)
321
- handler.collectMovementInfo();
322
- // TODO this doesn't make sense, we should instead just use the max here
323
- // or even better, each handler can decide on their own how to handle this
324
- if (handler.getTotalMovement)
325
- this._totalMovement.add(handler.getTotalMovement());
326
- }
327
- // drag start only after having dragged for some pixels
328
- if (this._potentialDragStartEvt) {
329
- if (!this._didDrag) {
330
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
- if (this._totalMovement.length() > 0.0003)
333
- this._didDrag = true;
334
- else
335
- return;
336
- }
337
- const args = this._potentialDragStartEvt;
338
- this._potentialDragStartEvt = null;
339
- this.onFirstDragStart(args);
340
- }
341
- for (const handler of this._dragHandlers.values())
342
- if (handler.onDragUpdate)
343
- handler.onDragUpdate(this._dragHandlers.size);
344
- if (this._dragHelper && this._dragHelper.hasSelected)
345
- this.onAnyDragUpdate();
346
- }
347
- /**
348
- * Called when the first pointer starts dragging on this object.
349
- * Sets up network synchronization and marks rigidbodies for dragging.
350
- * Not called for subsequent pointers on the same object.
351
- * @param evt Pointer event data that initiated the drag
352
- */
353
- onFirstDragStart(evt) {
354
- if (!evt || !evt.object)
355
- return;
356
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
- // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
- // then we will ignore this DragControls and not select it.
359
- // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
- if (!dc || (dc !== this && dc._isDragging))
361
- return;
362
- const object = this._targetObject || this.gameObject;
363
- if (!object)
364
- return;
365
- this._isDragging = true;
366
- const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
- if (debug)
368
- console.log("DRAG START", sync, object);
369
- if (sync) {
370
- sync.fastMode = true;
371
- sync?.requestOwnership();
372
- }
373
- this._marker = GameObject.addComponent(object, UsageMarker);
374
- this._draggingRigidbodies.length = 0;
375
- const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
- if (rbs)
377
- this._draggingRigidbodies.push(...rbs);
378
- }
379
- /**
380
- * Called each frame as long as any pointer is dragging this object.
381
- * Updates visuals and keeps rigidbodies awake during the drag.
382
- */
383
- onAnyDragUpdate() {
384
- if (!this._dragHelper)
385
- return;
386
- this._dragHelper.showGizmo = this.showGizmo;
387
- this._dragHelper.onUpdate(this.context);
388
- for (const rb of this._draggingRigidbodies) {
389
- rb.wakeUp();
390
- rb.resetVelocities();
391
- rb.resetForcesAndTorques();
392
- }
393
- const object = this._targetObject || this.gameObject;
394
- InstancingUtil.markDirty(object);
395
- }
396
- /**
397
- * Called when the last pointer has been removed from this object.
398
- * Cleans up drag state and applies final velocities to rigidbodies.
399
- * @param evt Pointer event data for the last pointer that was lifted
400
- */
401
- onLastDragEnd(evt) {
402
- if (!this || !this._isDragging)
403
- return;
404
- this._isDragging = false;
405
- for (const rb of this._draggingRigidbodies) {
406
- rb.setVelocity(rb.smoothedVelocity);
407
- }
408
- this._draggingRigidbodies.length = 0;
409
- this._targetObject = null;
410
- if (evt?.object) {
411
- const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
- if (sync) {
413
- sync.fastMode = false;
414
- // sync?.requestOwnership();
415
- }
416
- }
417
- if (this._marker)
418
- this._marker.destroy();
419
- if (!this._dragHelper)
420
- return;
421
- const selected = this._dragHelper.selected;
422
- if (debug)
423
- console.log("DRAG END", selected, selected?.visible);
424
- this._dragHelper.setSelected(null, this.context);
425
- }
426
- }
427
- __decorate([
428
- serializable()
429
- ], DragControls.prototype, "dragMode", void 0);
430
- __decorate([
431
- serializable()
432
- ], DragControls.prototype, "snapGridResolution", void 0);
433
- __decorate([
434
- serializable()
435
- ], DragControls.prototype, "keepRotation", void 0);
436
- __decorate([
437
- serializable()
438
- ], DragControls.prototype, "xrDragMode", void 0);
439
- __decorate([
440
- serializable()
441
- ], DragControls.prototype, "xrKeepRotation", void 0);
442
- __decorate([
443
- serializable()
444
- ], DragControls.prototype, "xrDistanceDragFactor", void 0);
445
- __decorate([
446
- serializable()
447
- ], DragControls.prototype, "showGizmo", void 0);
448
- /**
449
- * Handles two touch points affecting one object.
450
- * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
451
- */
452
- class MultiTouchDragHandler {
453
- handlerA;
454
- handlerB;
455
- context;
456
- settings;
457
- gameObject;
458
- _handlerAAttachmentPoint = new Vector3();
459
- _handlerBAttachmentPoint = new Vector3();
460
- _followObject;
461
- _manipulatorObject;
462
- _deviceMode;
463
- _followObjectStartWorldQuaternion = new Quaternion();
464
- constructor(dragControls, gameObject, pointerA, pointerB) {
465
- this.context = dragControls.context;
466
- this.settings = dragControls;
467
- this.gameObject = gameObject;
468
- this.handlerA = pointerA;
469
- this.handlerB = pointerB;
470
- this._followObject = new Object3D();
471
- this._manipulatorObject = new Object3D();
472
- this.context.scene.add(this._manipulatorObject);
473
- const rig = NeedleXRSession.active?.rig?.gameObject;
474
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
475
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
476
- return;
477
- }
478
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
479
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
480
- this.gameObject.localToWorld(this._tempVec1);
481
- this.gameObject.localToWorld(this._tempVec2);
482
- if (rig) {
483
- rig.worldToLocal(this._tempVec1);
484
- rig.worldToLocal(this._tempVec2);
485
- }
486
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
487
- if (this._initialDistance < 0.02) {
488
- if (debug) {
489
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
490
- }
491
- // We want two reasonable pointer attachment points here.
492
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
493
- this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
494
- this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
495
- this._handlerAAttachmentPoint.copy(this._tempVec1);
496
- this._handlerBAttachmentPoint.copy(this._tempVec2);
497
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
498
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
499
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
500
- if (this._initialDistance < 0.001) {
501
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
502
- this._initialDistance = 1;
503
- }
504
- }
505
- else {
506
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
507
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
508
- }
509
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
510
- this._initialScale.copy(gameObject.scale);
511
- if (debug) {
512
- this._followObject.add(new AxesHelper(2));
513
- this._manipulatorObject.add(new AxesHelper(5));
514
- const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
515
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
516
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
517
- }
518
- }
519
- onDragStart(_args) {
520
- // align _followObject with the object we want to drag
521
- this.gameObject.add(this._followObject);
522
- this._followObject.matrixAutoUpdate = false;
523
- this._followObject.matrix.identity();
524
- this._deviceMode = _args.mode;
525
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
526
- // align _manipulatorObject in the same way it would if this was a drag update
527
- this.alignManipulator();
528
- // and then parent it to the space object so it follows along.
529
- this._manipulatorObject.attach(this._followObject);
530
- // store offsets in local space
531
- this._manipulatorPosOffset.copy(this._followObject.position);
532
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
533
- this._manipulatorScaleOffset.copy(this._followObject.scale);
534
- }
535
- onDragEnd(_args) {
536
- if (!this.handlerA || !this.handlerB) {
537
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
538
- return;
539
- }
540
- // we want to initialize the drag points for these handlers again.
541
- // one of them will be removed, but we don't know here which one
542
- this.handlerA.recenter();
543
- this.handlerB.recenter();
544
- // destroy helper objects
545
- this._manipulatorObject.removeFromParent();
546
- this._followObject.removeFromParent();
547
- this._manipulatorObject.destroy();
548
- this._followObject.destroy();
549
- }
550
- _manipulatorPosOffset = new Vector3();
551
- _manipulatorRotOffset = new Quaternion();
552
- _manipulatorScaleOffset = new Vector3();
553
- _tempVec1 = new Vector3();
554
- _tempVec2 = new Vector3();
555
- _tempVec3 = new Vector3();
556
- tempLookMatrix = new Matrix4();
557
- _initialScale = new Vector3();
558
- _initialDistance = 0;
559
- alignManipulator() {
560
- if (!this.handlerA || !this.handlerB) {
561
- console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
562
- return;
563
- }
564
- if (!this.handlerA.followObject || !this.handlerB.followObject) {
565
- console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
566
- return;
567
- }
568
- this._tempVec1.copy(this._handlerAAttachmentPoint);
569
- this._tempVec2.copy(this._handlerBAttachmentPoint);
570
- this.handlerA.followObject.localToWorld(this._tempVec1);
571
- this.handlerB.followObject.localToWorld(this._tempVec2);
572
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
573
- this._manipulatorObject.position.copy(this._tempVec3);
574
- // - lookAt the second point on handlerB
575
- const camera = this.context.mainCamera;
576
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
577
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
578
- // - scale based on the distance between the two points
579
- const dist = this._tempVec1.distanceTo(this._tempVec2);
580
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
581
- this._manipulatorObject.updateMatrix();
582
- this._manipulatorObject.updateMatrixWorld(true);
583
- if (debug) {
584
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
585
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
586
- // const wp = this._manipulatorObject.worldPosition;
587
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
588
- }
589
- }
590
- onDragUpdate() {
591
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
592
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
593
- // into a reasonable two-handed translation/rotation/scale.
594
- // One approach:
595
- // - position our control object on the center between the two pointer control objects
596
- // TODO close grab needs to be handled differently because there we don't have a hit point -
597
- // Hit point is just the center of the object
598
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
599
- this.alignManipulator();
600
- // apply (smoothed) to the gameObject
601
- const lerpStrength = 30;
602
- const lerpFactor = 1.0;
603
- this._followObject.position.copy(this._manipulatorPosOffset);
604
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
605
- this._followObject.scale.copy(this._manipulatorScaleOffset);
606
- const draggedObject = this.gameObject;
607
- const targetObject = this._followObject;
608
- if (!draggedObject) {
609
- console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
610
- return;
611
- }
612
- targetObject.updateMatrix();
613
- targetObject.updateMatrixWorld(true);
614
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
615
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
616
- // TODO refactor to a common place
617
- // apply constraints (position grid snap, rotation, ...)
618
- if (this.settings.snapGridResolution > 0) {
619
- const wp = this._followObject.worldPosition;
620
- const snap = this.settings.snapGridResolution;
621
- wp.x = Math.round(wp.x / snap) * snap;
622
- wp.y = Math.round(wp.y / snap) * snap;
623
- wp.z = Math.round(wp.z / snap) * snap;
624
- this._followObject.worldPosition = wp;
625
- this._followObject.updateMatrix();
626
- }
627
- if (keepRotation) {
628
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
629
- this._followObject.updateMatrix();
630
- }
631
- // TODO refactor to a common place
632
- // TODO should use unscaled time here // some test for lerp speed depending on distance
633
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
634
- const wp = draggedObject.worldPosition;
635
- wp.lerp(targetObject.worldPosition, t);
636
- draggedObject.worldPosition = wp;
637
- const rot = draggedObject.worldQuaternion;
638
- rot.slerp(targetObject.worldQuaternion, t);
639
- draggedObject.worldQuaternion = rot;
640
- const scl = draggedObject.worldScale;
641
- scl.lerp(targetObject.worldScale, t);
642
- draggedObject.worldScale = scl;
643
- }
644
- setTargetObject(obj) {
645
- this.gameObject = obj;
646
- }
647
- }
648
- /**
649
- * Handles a single pointer on an object.
650
- * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
651
- * and controlling object translation based on the drag mode.
652
- */
653
- class DragPointerHandler {
654
- /**
655
- * Returns the accumulated movement of the pointer in world units.
656
- * Used for determining if enough motion has occurred to start a drag.
657
- */
658
- getTotalMovement() { return this._totalMovement; }
659
- /**
660
- * Returns the object that follows the pointer during dragging operations.
661
- */
662
- get followObject() { return this._followObject; }
663
- /**
664
- * Returns the point where the pointer initially hit the object in local space.
665
- */
666
- get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
667
- context;
668
- gameObject;
669
- settings;
670
- _lastRig = undefined;
671
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
672
- _followObject;
673
- _totalMovement = new Vector3();
674
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
675
- * effort someone is putting into moving an object closer or further away. */
676
- _totalMovementAlongRayDirection = 0;
677
- /** Distance between _followObject and its parent at grab start, in local space */
678
- _grabStartDistance = 0;
679
- _deviceMode;
680
- _followObjectStartPosition = new Vector3();
681
- _followObjectStartQuaternion = new Quaternion();
682
- _followObjectStartWorldQuaternion = new Quaternion();
683
- _lastDragPosRigSpace;
684
- _tempVec = new Vector3();
685
- _tempMat = new Matrix4();
686
- _hitPointInLocalSpace = new Vector3();
687
- _hitNormalInLocalSpace = new Vector3();
688
- _bottomCenter = new Vector3();
689
- _backCenter = new Vector3();
690
- _backBottomCenter = new Vector3();
691
- _bounds = new Box3();
692
- _dragPlane = new Plane(new Vector3(0, 1, 0));
693
- _draggedOverObject = null;
694
- _draggedOverObjectLastSetUp = null;
695
- _draggedOverObjectLastNormal = new Vector3();
696
- _draggedOverObjectDuration = 0;
697
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
698
- setTargetObject(obj) {
699
- this.gameObject = obj;
700
- }
701
- constructor(dragControls, gameObject) {
702
- this.settings = dragControls;
703
- this.context = dragControls.context;
704
- this.gameObject = gameObject;
705
- this._followObject = new Object3D();
706
- }
707
- recenter() {
708
- if (!this._followObject.parent) {
709
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
710
- return;
711
- }
712
- if (!this.gameObject) {
713
- console.warn("Error: space follow object doesn't have a gameObject");
714
- return;
715
- }
716
- const p = this._followObject.parent;
717
- this.gameObject.add(this._followObject);
718
- this._followObject.matrixAutoUpdate = false;
719
- this._followObject.position.set(0, 0, 0);
720
- this._followObject.quaternion.set(0, 0, 0, 1);
721
- this._followObject.scale.set(1, 1, 1);
722
- this._followObject.updateMatrix();
723
- this._followObject.updateMatrixWorld(true);
724
- p.attach(this._followObject);
725
- this._followObjectStartPosition.copy(this._followObject.position);
726
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
727
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
728
- this._followObject.updateMatrix();
729
- this._followObject.updateMatrixWorld(true);
730
- const hitPointWP = this._hitPointInLocalSpace.clone();
731
- this.gameObject.localToWorld(hitPointWP);
732
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
733
- const rig = NeedleXRSession.active?.rig?.gameObject;
734
- const rigScale = rig?.worldScale.x || 1;
735
- this._grabStartDistance /= rigScale;
736
- this._totalMovementAlongRayDirection = 0;
737
- this._lastDragPosRigSpace = undefined;
738
- if (debug) {
739
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
740
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
741
- }
742
- }
743
- onDragStart(args) {
744
- if (!this.gameObject) {
745
- console.warn("Error: space follow object doesn't have a gameObject");
746
- return;
747
- }
748
- args.event.space.add(this._followObject);
749
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
750
- this._lastDragPosRigSpace = undefined;
751
- if (args.point && args.normal) {
752
- this._hitPointInLocalSpace.copy(args.point);
753
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
754
- this._hitNormalInLocalSpace.copy(args.normal);
755
- }
756
- else if (args) {
757
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
758
- // convert controller world position to local space instead and use that as hit point
759
- const controller = args.event.space;
760
- const controllerWp = controller.worldPosition;
761
- this.gameObject.worldToLocal(controllerWp);
762
- this._hitPointInLocalSpace.copy(controllerWp);
763
- const controllerUp = controller.worldUp;
764
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
765
- controllerUp.transformDirection(this._tempMat);
766
- this._hitNormalInLocalSpace.copy(controllerUp);
767
- }
768
- this.recenter();
769
- this._totalMovement.set(0, 0, 0);
770
- this._deviceMode = args.mode;
771
- const dragSource = this._followObject.parent;
772
- const rayDirection = dragSource.worldForward;
773
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
774
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
775
- // set up drag plane; we don't really know the normal yet but we can already set the point
776
- const hitWP = this._hitPointInLocalSpace.clone();
777
- this.gameObject.localToWorld(hitWP);
778
- switch (dragMode) {
779
- case DragMode.XZPlane:
780
- const up = new Vector3(0, 1, 0);
781
- if (this.gameObject.parent) {
782
- // TODO in this case _dragPlane should be in parent space, not world space,
783
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
784
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
785
- }
786
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
787
- break;
788
- case DragMode.HitNormal:
789
- const hitNormal = this._hitNormalInLocalSpace.clone();
790
- hitNormal.transformDirection(this.gameObject.matrixWorld);
791
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
792
- break;
793
- case DragMode.Attached:
794
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
795
- break;
796
- case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
797
- this.setPlaneViewAligned(hitWP, true);
798
- break;
799
- case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
800
- this.setPlaneViewAligned(hitWP, false);
801
- break;
802
- case DragMode.None:
803
- break;
804
- }
805
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
806
- // const bbox = new Box3();
807
- const p = this.gameObject.parent;
808
- const localP = this.gameObject.position.clone();
809
- const localQ = this.gameObject.quaternion.clone();
810
- const localS = this.gameObject.scale.clone();
811
- // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
812
- const matrixWorld = this.gameObject.matrixWorld.clone();
813
- if (p)
814
- p.remove(this.gameObject);
815
- this.gameObject.position.set(0, 0, 0);
816
- this.gameObject.quaternion.set(0, 0, 0, 1);
817
- this.gameObject.scale.set(1, 1, 1);
818
- const bbox = getBoundingBox([this.gameObject]);
819
- // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
820
- bbox.expandByPoint(this.gameObject.worldPosition);
821
- // console.log(this.gameObject.position.y - bbox.min.y)
822
- // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
823
- // get front center point of the bbox. basically (0, 0, 1) in local space
824
- const bboxCenter = new Vector3();
825
- bbox.getCenter(bboxCenter);
826
- const bboxSize = new Vector3();
827
- bbox.getSize(bboxSize);
828
- // attachment points for dragging
829
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
830
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
831
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
832
- this._bounds.copy(bbox);
833
- // restore original transform
834
- if (p)
835
- p.add(this.gameObject);
836
- this.gameObject.position.copy(localP);
837
- this.gameObject.quaternion.copy(localQ);
838
- this.gameObject.scale.copy(localS);
839
- this.gameObject.matrixWorld.copy(matrixWorld);
840
- // surface snapping
841
- this._draggedOverObject = null;
842
- this._draggedOverObjectLastSetUp = null;
843
- this._draggedOverObjectLastNormal.set(0, 1, 0);
844
- this._draggedOverObjectDuration = 0;
845
- }
846
- collectMovementInfo() {
847
- // we're dragging - there is a controlling object
848
- if (!this._followObject.parent)
849
- return;
850
- // TODO This should all be handled properly per-pointer
851
- // and we want to have a chance to react to multiple pointers being on the same object.
852
- // some common stuff (calculating of movement offsets, etc) could be done by default
853
- // and then the main thing to override is the actual movement of the object based on N _followObjects
854
- const dragSource = this._followObject.parent;
855
- // modify _followObject with constraints, e.g.
856
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
857
- /* TODO fix jump on drag start
858
- const p0 = this._followObject.parent as GameObject;
859
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
860
- const p = new Vector3();
861
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
862
- if (t0 !== null)
863
- this._followObject.worldPosition = t0;
864
- */
865
- this._followObject.updateMatrix();
866
- const dragPosRigSpace = dragSource.worldPosition;
867
- const rig = NeedleXRSession.active?.rig?.gameObject;
868
- if (rig)
869
- rig.worldToLocal(dragPosRigSpace);
870
- // sum up delta
871
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
872
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
873
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
874
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
875
- this._lastRig = rig;
876
- }
877
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
878
- const rayDirectionRigSpace = dragSource.worldForward;
879
- if (rig) {
880
- this._tempMat.copy(rig.matrixWorld).invert();
881
- rayDirectionRigSpace.transformDirection(this._tempMat);
882
- }
883
- // sum up delta movement along ray
884
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
885
- this._tempVec.x = Math.abs(this._tempVec.x);
886
- this._tempVec.y = Math.abs(this._tempVec.y);
887
- this._tempVec.z = Math.abs(this._tempVec.z);
888
- // sum up absolute total movement
889
- this._totalMovement.add(this._tempVec);
890
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
891
- if (debug) {
892
- let wp = dragPosRigSpace;
893
- // ray direction of the input source object
894
- if (rig) {
895
- wp = wp.clone();
896
- wp.transformDirection(rig.matrixWorld);
897
- }
898
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
899
- }
900
- }
901
- onDragUpdate(numberOfPointers) {
902
- // can only handle a single pointer
903
- // if there's more, we defer to multi-touch drag handlers
904
- if (numberOfPointers > 1)
905
- return;
906
- const draggedObject = this.gameObject;
907
- if (!draggedObject || !this._followObject) {
908
- console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
909
- return;
910
- }
911
- const dragSource = this._followObject.parent;
912
- if (!dragSource) {
913
- console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
914
- return;
915
- }
916
- this._followObject.updateMatrix();
917
- const dragSourceWP = dragSource.worldPosition;
918
- const rayDirection = dragSource.worldForward;
919
- // Actually move and rotate draggedObject
920
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
921
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
922
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
923
- if (dragMode === DragMode.None)
924
- return;
925
- const lerpStrength = 10;
926
- // - keeping rotation constant during dragging
927
- if (keepRotation)
928
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
929
- this._followObject.updateMatrix();
930
- this._followObject.updateMatrixWorld(true);
931
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
932
- let currentDist = 1.0;
933
- let lerpFactor = 2.0;
934
- if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
935
- {
936
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
937
- currentDist = Math.max(0.0, factor);
938
- currentDist = currentDist * currentDist * currentDist;
939
- }
940
- else if (this._grabStartDistance <= 0.5) {
941
- // TODO there's still a frame delay between dragged objects and the hand models
942
- lerpFactor = 3.0;
943
- }
944
- // reset _followObject to its original position and rotation
945
- this._followObject.position.copy(this._followObjectStartPosition);
946
- if (!keepRotation)
947
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
948
- // TODO restore previous functionality:
949
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
950
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
951
- // move the grabbed point to your head and not slap the cube in your head.
952
- this._followObject.position.multiplyScalar(currentDist);
953
- this._followObject.updateMatrix();
954
- const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
955
- this._hasLastSurfaceHitPoint = false;
956
- const ray = new Ray(dragSourceWP, rayDirection);
957
- let didHit = false;
958
- // Surface snapping.
959
- // Feels quite weird in VR right now!
960
- if (dragMode == DragMode.SnapToSurfaces) {
961
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
962
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
963
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
964
- const hits = this.context.physics.raycastFromRay(ray, {
965
- testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
966
- });
967
- if (hits.length > 0) {
968
- const hit = hits[0];
969
- // if we're above the same surface for a specified time, adjust drag options:
970
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
971
- // - if the drag plane is an object, we also want to
972
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
973
- // - rotate the dragged object to match the surface normal
974
- if (this._draggedOverObject === hit.object)
975
- this._draggedOverObjectDuration += this.context.time.deltaTime;
976
- else {
977
- this._draggedOverObject = hit.object;
978
- this._draggedOverObjectDuration = 0;
979
- }
980
- if (hit.face) {
981
- didHit = true;
982
- this._hasLastSurfaceHitPoint = true;
983
- this._lastSurfaceHitPoint.copy(hit.point);
984
- const dragTimeThreshold = 0.15;
985
- const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
986
- const dragDistance = 0.001;
987
- const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
988
- // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
989
- const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
990
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
991
- // or if the surface normal changed
992
- if ((dragTimeSatisfied || dragDistanceSatisfied) &&
993
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject
994
- || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
995
- // if we're dragging on a flat surface with different levels (like the sandbox floor)
996
- || this.context.time.frame % 60 === 0)) {
997
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
998
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
999
- const center = getTempVector();
1000
- const size = getTempVector();
1001
- this._bounds.getCenter(center);
1002
- this._bounds.getSize(size);
1003
- center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1004
- this._hitPointInLocalSpace.copy(center);
1005
- this._hitNormalInLocalSpace.copy(hit.face.normal);
1006
- // ensure plane is far enough up that we don't drag into the surface
1007
- // Which offset we use here depends on the face normal direction we hit
1008
- // If we hit the bottom, we want to use the top, and vice versa
1009
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1010
- this._bounds.getCenter(center);
1011
- this._bounds.getSize(size);
1012
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1013
- const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1014
- this._followObject.localToWorld(offset);
1015
- // See https://linear.app/needle/issue/NE-5004
1016
- // const offsetWP = this._followObject.worldPosition.sub(offset);
1017
- const point = hit.point; //.sub(offsetWP);
1018
- // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1019
- // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1020
- // console.log(hit.normal)
1021
- this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1022
- }
1023
- // If the drag has just started and we're not yet really starting to update the object's position
1024
- // we want to return here and wait until the drag has been going on for a bit
1025
- // Otherwise the object will either immediately change it's position (when the user starts dragging)
1026
- // Or interpolate to a wrong position for a short moment
1027
- else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1028
- return;
1029
- }
1030
- }
1031
- }
1032
- else if (didHaveSurfaceHitPointLastFrame) {
1033
- if (this.gameObject)
1034
- this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1035
- }
1036
- }
1037
- // if(dragMode === DragMode.SnapToSurfaces){
1038
- // if(!didHit){
1039
- // return;
1040
- // }
1041
- // }
1042
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1043
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1044
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1045
- // Drag on plane:
1046
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1047
- this._followObject.worldPosition = this._tempVec;
1048
- this._followObject.updateMatrix();
1049
- this._followObject.updateMatrixWorld(true);
1050
- const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1051
- this._followObject.localToWorld(newWP);
1052
- if (debug) {
1053
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1054
- }
1055
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1056
- this._followObject.updateMatrix();
1057
- // TODO figure out nicer look rotation here
1058
- // TODO rotating here will cause the object to intersect again with the surface
1059
- // if (!keepRotation) {
1060
- // const normal = this._dragPlane.normal;
1061
- // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1062
- // // Otherwise lookat will randomly choose a different rotation axis
1063
- // const tinyNormalJiggle = 0.00001;
1064
- // if (normal.x === 1) {
1065
- // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1066
- // }
1067
- // else if (normal.y === 1) {
1068
- // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1069
- // }
1070
- // else if (normal.z === 1) {
1071
- // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1072
- // }
1073
- // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1074
- // if (lookPoint) {
1075
- // this._followObject.lookAt(lookPoint);
1076
- // this._followObject.rotateX(Math.PI / 2);
1077
- // }
1078
- // }
1079
- this._followObject.updateMatrix();
1080
- }
1081
- // TODO refactor to a common place
1082
- // apply constraints (position grid snap, rotation, ...)
1083
- if (this.settings.snapGridResolution > 0) {
1084
- const wp = this._followObject.worldPosition;
1085
- const snap = this.settings.snapGridResolution;
1086
- wp.x = Math.round(wp.x / snap) * snap;
1087
- wp.y = Math.round(wp.y / snap) * snap;
1088
- wp.z = Math.round(wp.z / snap) * snap;
1089
- this._followObject.worldPosition = wp;
1090
- this._followObject.updateMatrix();
1091
- }
1092
- if (keepRotation) {
1093
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1094
- this._followObject.updateMatrix();
1095
- }
1096
- // TODO refactor to a common place
1097
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1098
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1099
- const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1100
- const wp = draggedObject.worldPosition;
1101
- wp.lerp(this._followObject.worldPosition, t);
1102
- draggedObject.worldPosition = wp;
1103
- const rot = draggedObject.worldQuaternion;
1104
- rot.slerp(this._followObject.worldQuaternion, t_rotation);
1105
- draggedObject.worldQuaternion = rot;
1106
- if (debug) {
1107
- const hitPointWP = this._hitPointInLocalSpace.clone();
1108
- draggedObject.localToWorld(hitPointWP);
1109
- // draw grab attachment point and normal. They are in grabbed object space
1110
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1111
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1112
- hitNormalWP.applyQuaternion(rot);
1113
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1114
- // debug info
1115
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1116
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1117
- Session: ${!!NeedleXRSession.active}\n
1118
- Device: ${this._deviceMode}\n
1119
- `, 0.03);
1120
- // draw bottom/back snap points
1121
- const bottomCenter = this._bottomCenter.clone();
1122
- const backCenter = this._backCenter.clone();
1123
- const backBottomCenter = this._backBottomCenter.clone();
1124
- draggedObject.localToWorld(bottomCenter);
1125
- draggedObject.localToWorld(backCenter);
1126
- draggedObject.localToWorld(backBottomCenter);
1127
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1128
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1129
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1130
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1131
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1132
- }
1133
- }
1134
- onDragEnd(args) {
1135
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1136
- this._followObject.removeFromParent();
1137
- this._followObject.destroy();
1138
- this._lastDragPosRigSpace = undefined;
1139
- }
1140
- _hasLastSurfaceHitPoint = false;
1141
- _lastSurfaceHitPoint = new Vector3();
1142
- setPlaneViewAligned(worldPoint, useUpAngle) {
1143
- if (!this._followObject.parent) {
1144
- return false;
1145
- }
1146
- const viewDirection = this._followObject.parent.worldForward;
1147
- ;
1148
- const v0 = getTempVector(0, 1, 0);
1149
- const v1 = viewDirection;
1150
- const angle = v0.angleTo(v1);
1151
- const angleThreshold = 0.5;
1152
- if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1153
- this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1154
- else
1155
- this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1156
- return true;
1157
- }
1158
- }
1159
- /**
1160
- * Provides visual helper elements for DragControls.
1161
- * Shows where objects will be placed and their relation to surfaces below them.
1162
- */
1163
- class LegacyDragVisualsHelper {
1164
- /** Controls whether visual helpers like lines and markers are displayed */
1165
- showGizmo = true;
1166
- /** When true, drag plane alignment changes based on view angle */
1167
- useViewAngle = true;
1168
- /**
1169
- * Checks if there is a currently selected object being visualized
1170
- */
1171
- get hasSelected() {
1172
- return this._selected !== null && this._selected !== undefined;
1173
- }
1174
- /**
1175
- * Returns the currently selected object being visualized, if any
1176
- */
1177
- get selected() {
1178
- return this._selected;
1179
- }
1180
- _selected = null;
1181
- _context = null;
1182
- _camera;
1183
- _cameraPlane = new Plane();
1184
- _hasGroundPlane = false;
1185
- _groundPlane = new Plane();
1186
- _groundOffset = new Vector3();
1187
- _groundOffsetFactor = 0;
1188
- _groundDistance = 0;
1189
- _groundPlanePoint = new Vector3();
1190
- _raycaster = new Raycaster();
1191
- _cameraPlaneOffset = new Vector3();
1192
- _intersection = new Vector3();
1193
- _worldPosition = new Vector3();
1194
- _inverseMatrix = new Matrix4();
1195
- _rbs = [];
1196
- _groundLine;
1197
- _groundMarker;
1198
- static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1199
- constructor(camera) {
1200
- this._camera = camera;
1201
- const line = new Line(LegacyDragVisualsHelper.geometry);
1202
- const mat = line.material;
1203
- mat.color = new Color(.4, .4, .4);
1204
- line.layers.set(2);
1205
- line.name = 'line';
1206
- line.scale.y = 1;
1207
- this._groundLine = line;
1208
- const geometry = new SphereGeometry(.5, 22, 22);
1209
- const material = new MeshBasicMaterial({ color: mat.color });
1210
- const sphere = new Mesh(geometry, material);
1211
- sphere.visible = false;
1212
- sphere.layers.set(2);
1213
- this._groundMarker = sphere;
1214
- }
1215
- setSelected(newSelected, context) {
1216
- if (this._selected && context) {
1217
- for (const rb of this._rbs) {
1218
- rb.wakeUp();
1219
- rb.setVelocity(0, 0, 0);
1220
- }
1221
- }
1222
- if (this._selected) {
1223
- // TODO move somewhere else
1224
- Avatar_POI.Remove(context, this._selected);
1225
- }
1226
- this._selected = newSelected;
1227
- this._context = context;
1228
- this._rbs.length = 0;
1229
- if (newSelected) {
1230
- context.scene.add(this._groundLine);
1231
- context.scene.add(this._groundMarker);
1232
- }
1233
- else {
1234
- this._groundLine.removeFromParent();
1235
- this._groundMarker.removeFromParent();
1236
- }
1237
- if (this._selected) {
1238
- if (!context) {
1239
- console.error("DragHelper: no context");
1240
- return;
1241
- }
1242
- // TODO move somewhere else
1243
- Avatar_POI.Add(context, this._selected, null);
1244
- this._groundOffsetFactor = 0;
1245
- this._hasGroundPlane = true;
1246
- this._groundOffset.set(0, 0, 0);
1247
- this._requireUpdateGroundPlane = true;
1248
- this.onUpdateScreenSpacePlane();
1249
- }
1250
- }
1251
- _groundOffsetVector = new Vector3(0, 1, 0);
1252
- _requireUpdateGroundPlane = true;
1253
- _didDragOnGroundPlaneLastFrame = false;
1254
- onUpdate(_context) {
1255
- if (!this._selected)
1256
- return;
1257
- // const wp = getWorldPosition(this._selected);
1258
- // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1259
- // this.onUpdateGroundPlane();
1260
- // this._didDragOnGroundPlaneLastFrame = true;
1261
- // this._hasGroundPlane = true;
1262
- /*
1263
- if (!this._context) return;
1264
-
1265
- const mainKey: KeyCode = "Space";
1266
- const secondaryKey: KeyCode = "KeyD";
1267
- const scaleKey: KeyCode = "KeyS";
1268
-
1269
- const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1270
- const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1271
- if (isRotating) {
1272
- const dt = this._context.input.getPointerPositionDelta(0);
1273
- if (dt) {
1274
- this._groundOffsetVector.set(0, 1, 0);
1275
- this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1276
- }
1277
- }
1278
-
1279
- // todo: allow this once synced transform sends world scale
1280
- // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1281
- // if(isScaling){
1282
- // const dt = this._context.input.getPointerPositionDelta(0);
1283
- // if(dt){
1284
- // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1285
- // return;
1286
- // }
1287
- // }
1288
-
1289
- const rc = this._context.input.getPointerPositionRC(0);
1290
- if (!rc) return;
1291
- this._raycaster.setFromCamera(rc, this._camera);
1292
-
1293
- if (this._selected) {
1294
- if (debug) console.log("UPDATE DRAG", this._selected);
1295
- this._groundOffsetVector.set(0, 1, 0);
1296
- const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1297
- const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1298
-
1299
- const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1300
- let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1301
- if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1302
- dragOnGroundPlane = false;
1303
- }
1304
- const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1305
- this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1306
-
1307
- if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1308
- if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1309
- this.onUpdateGroundPlane();
1310
-
1311
- this._requireUpdateGroundPlane = false;
1312
- if (this._hasGroundPlane) {
1313
- // const wp = getWorldPosition(this._selected);
1314
- // const ray = new Ray(wp, new Vector3(0, -1, 0));
1315
-
1316
- if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1317
- const y = this._intersection.y;
1318
- this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1319
- this._groundPlanePoint.y = y;
1320
-
1321
- if (dragOnGroundPlane) {
1322
- this._groundOffsetVector.set(0, 1, 0);
1323
- // console.log(this._groundOffset);
1324
- const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1325
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1326
- this.onDidUpdate();
1327
- return;
1328
- }
1329
- }
1330
- // TODO: fix this
1331
- else this._groundPlanePoint.set(0, 99999, 0);
1332
- // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1333
- // const y = this._intersection.y;
1334
- // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1335
- // this._groundPlanePoint.y = y;
1336
- // }
1337
- }
1338
-
1339
- if (changed) {
1340
- this.onUpdateScreenSpacePlane();
1341
- }
1342
-
1343
- this._requireUpdateGroundPlane = true;
1344
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1345
- this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1346
- this.onDidUpdate();
1347
- }
1348
- }
1349
- */
1350
- }
1351
- onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1352
- if (!this._selected)
1353
- return;
1354
- if (heightOnly) {
1355
- const cur = getWorldPosition(this._selected);
1356
- cur.y = wp.y;
1357
- wp = cur;
1358
- }
1359
- setWorldPosition(this._selected, wp);
1360
- setWorldPosition(this._groundLine, wp);
1361
- if (this._hasGroundPlane) {
1362
- this._groundLine.scale.y = this._groundDistance;
1363
- }
1364
- else
1365
- this._groundLine.scale.y = 1000;
1366
- this._groundLine.visible = this.showGizmo;
1367
- this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1368
- if (pointOnPlane) {
1369
- const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1370
- this._groundMarker.scale.set(s, s, s);
1371
- setWorldPosition(this._groundMarker, pointOnPlane);
1372
- }
1373
- }
1374
- onUpdateScreenSpacePlane() {
1375
- if (!this._selected || !this._context)
1376
- return;
1377
- const rc = this._context.input.getPointerPositionRC(0);
1378
- if (!rc)
1379
- return;
1380
- this._raycaster.setFromCamera(rc, this._camera);
1381
- this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1382
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1383
- this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1384
- this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1385
- }
1386
- }
1387
- onUpdateGroundPlane() {
1388
- if (!this._selected || !this._context)
1389
- return;
1390
- const wp = getWorldPosition(this._selected);
1391
- const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1392
- const opts = new RaycastOptions();
1393
- opts.testObject = o => o !== this._selected;
1394
- const hits = this._context.physics.raycastFromRay(ray, opts);
1395
- for (let i = 0; i < hits.length; i++) {
1396
- const hit = hits[i];
1397
- if (!hit.face || this.contains(this._selected, hit.object)) {
1398
- continue;
1399
- }
1400
- const normal = getTempVector(0, 1, 0); // hit.face.normal
1401
- this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1402
- break;
1403
- }
1404
- this._hasGroundPlane = true;
1405
- this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1406
- this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1407
- this._groundDistance = this._intersection.distanceTo(wp);
1408
- this._groundOffset.copy(this._intersection).sub(wp);
1409
- }
1410
- contains(obj, toSearch) {
1411
- if (obj === toSearch)
1412
- return true;
1413
- if (obj.children) {
1414
- for (const child of obj.children) {
1415
- if (this.contains(child, toSearch))
1416
- return true;
1417
- }
1418
- }
1419
- return false;
1420
- }
1421
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
+ import { Gizmos } from "../engine/engine_gizmos.js";
9
+ import { InstancingUtil } from "../engine/engine_instancing.js";
10
+ import { Mathf } from "../engine/engine_math.js";
11
+ import { RaycastOptions } from "../engine/engine_physics.js";
12
+ import { serializable } from "../engine/engine_serialization_decorator.js";
13
+ import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
+ import { getParam } from "../engine/engine_utils.js";
15
+ import { NeedleXRSession } from "../engine/engine_xr.js";
16
+ import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
+ import { Behaviour, GameObject } from "./Component.js";
18
+ import { UsageMarker } from "./Interactable.js";
19
+ import { Rigidbody } from "./RigidBody.js";
20
+ import { SyncedTransform } from "./SyncedTransform.js";
21
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
22
+ /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
+ const debug = getParam("debugdrag");
24
+ /** Buffer to store currently active DragControls components */
25
+ const dragControlsBuffer = [];
26
+ /**
27
+ * The DragMode determines how an object is dragged around in the scene.
28
+ */
29
+ export var DragMode;
30
+ (function (DragMode) {
31
+ /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
+ DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
+ /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
+ DragMode[DragMode["Attached"] = 1] = "Attached";
35
+ /** Object is dragged along the initial raycast hit normal. */
36
+ DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
+ /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
+ DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
+ /** The drag plane is snapped to surfaces in the scene while dragging. */
40
+ DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
+ /** Don't allow dragging the object */
42
+ DragMode[DragMode["None"] = 5] = "None";
43
+ })(DragMode || (DragMode = {}));
44
+ /**
45
+ * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
+ * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
+ *
48
+ * @category Interactivity
49
+ * @group Components
50
+ */
51
+ export class DragControls extends Behaviour {
52
+ /**
53
+ * Checks if any DragControls component is currently active with selected objects
54
+ * @returns True if any DragControls component is currently active
55
+ */
56
+ static get HasAnySelected() { return this._active > 0; }
57
+ static _active = 0;
58
+ /**
59
+ * Retrieves a list of all DragControl components that are currently dragging objects.
60
+ * @returns Array of currently active DragControls components
61
+ */
62
+ static get CurrentlySelected() {
63
+ dragControlsBuffer.length = 0;
64
+ for (const dc of this._instances) {
65
+ if (dc._isDragging) {
66
+ dragControlsBuffer.push(dc);
67
+ }
68
+ }
69
+ return dragControlsBuffer;
70
+ }
71
+ /** Registry of currently active and enabled DragControls components */
72
+ static _instances = [];
73
+ /**
74
+ * Determines how and where the object is dragged along. Different modes include
75
+ * dragging along a plane, attached to the pointer, or following surface normals.
76
+ */
77
+ dragMode = DragMode.DynamicViewAngle;
78
+ /**
79
+ * Snaps dragged objects to a 3D grid with the specified resolution.
80
+ * Set to 0 to disable snapping.
81
+ */
82
+ snapGridResolution = 0.0;
83
+ /**
84
+ * When true, maintains the original rotation of the dragged object while moving it.
85
+ * When false, allows the object to rotate freely during dragging.
86
+ */
87
+ keepRotation = true;
88
+ /**
89
+ * Determines how and where the object is dragged along while dragging in XR.
90
+ * Uses a separate setting from regular drag mode for better XR interaction.
91
+ */
92
+ xrDragMode = DragMode.Attached;
93
+ /**
94
+ * When true, maintains the original rotation of the dragged object during XR dragging.
95
+ * When false, allows the object to rotate freely during XR dragging.
96
+ */
97
+ xrKeepRotation = false;
98
+ /**
99
+ * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
+ * Higher values make distance changes more pronounced.
101
+ * This is similar to mouse acceleration on a screen.
102
+ */
103
+ xrDistanceDragFactor = 1;
104
+ /**
105
+ * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
+ * providing visual feedback about the object's position relative to surfaces below it.
107
+ */
108
+ showGizmo = false;
109
+ /**
110
+ * Returns the object currently being dragged by this DragControls component, if any.
111
+ * @returns The object being dragged or null if no object is currently dragged
112
+ */
113
+ get draggedObject() {
114
+ return this._targetObject;
115
+ }
116
+ /**
117
+ * Updates the object that is being dragged by the DragControls.
118
+ * This can be used to change the target during a drag operation.
119
+ * @param obj The new object to drag, or null to stop dragging
120
+ */
121
+ setTargetObject(obj) {
122
+ this._targetObject = obj;
123
+ for (const handler of this._dragHandlers.values()) {
124
+ handler.setTargetObject(obj);
125
+ }
126
+ // If the object was kinematic we want to reset it
127
+ const wasKinematicKey = "_rigidbody-was-kinematic";
128
+ if (this._rigidbody?.[wasKinematicKey] === false) {
129
+ this._rigidbody.isKinematic = false;
130
+ this._rigidbody[wasKinematicKey] = undefined;
131
+ }
132
+ this._rigidbody = null;
133
+ // If we have a object that is being dragged we want to get the Rigidbody component
134
+ // and we set kinematic to false while it's being dragged
135
+ if (obj) {
136
+ this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
+ if (this._rigidbody?.isKinematic === false) {
138
+ this._rigidbody.isKinematic = true;
139
+ this._rigidbody[wasKinematicKey] = false;
140
+ }
141
+ }
142
+ }
143
+ _rigidbody = null;
144
+ // future:
145
+ // constraints?
146
+ /** The object to be dragged – we pass this to handlers when they are created */
147
+ _targetObject = null;
148
+ _dragHelper = null;
149
+ static lastHovered;
150
+ _draggingRigidbodies = [];
151
+ _potentialDragStartEvt = null;
152
+ _dragHandlers = new Map();
153
+ _totalMovement = new Vector3();
154
+ /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
+ _marker = null;
156
+ _isDragging = false;
157
+ _didDrag = false;
158
+ /** @internal */
159
+ awake() {
160
+ // initialize all data that may be cloned incorrectly otherwise
161
+ this._potentialDragStartEvt = null;
162
+ this._dragHandlers = new Map();
163
+ this._totalMovement = new Vector3();
164
+ this._marker = null;
165
+ this._isDragging = false;
166
+ this._didDrag = false;
167
+ this._dragHelper = null;
168
+ this._draggingRigidbodies = [];
169
+ }
170
+ /** @internal */
171
+ start() {
172
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
+ this.gameObject.addComponent(ObjectRaycaster);
174
+ }
175
+ /** @internal */
176
+ onEnable() {
177
+ DragControls._instances.push(this);
178
+ }
179
+ /** @internal */
180
+ onDisable() {
181
+ DragControls._instances = DragControls._instances.filter(i => i !== this);
182
+ }
183
+ /**
184
+ * Checks if editing is allowed for the current networking connection.
185
+ * @param _obj Optional object to check edit permissions for
186
+ * @returns True if editing is allowed
187
+ */
188
+ allowEdit(_obj = null) {
189
+ return this.context.connection.allowEditing;
190
+ }
191
+ /**
192
+ * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
+ * @param evt Pointer event data containing information about the interaction
194
+ * @internal
195
+ */
196
+ onPointerEnter(evt) {
197
+ if (!this.allowEdit(this.gameObject))
198
+ return;
199
+ if (evt.mode !== "screen")
200
+ return;
201
+ // get the drag mode and check if we need to abort early here
202
+ const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
+ if (dragMode === DragMode.None)
205
+ return;
206
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
+ if (!dc || dc !== this)
208
+ return;
209
+ DragControls.lastHovered = evt.object;
210
+ this.context.domElement.style.cursor = 'pointer';
211
+ }
212
+ /**
213
+ * Handles pointer movement events. Marks the event as used if dragging is active.
214
+ * @param args Pointer event data containing information about the movement
215
+ * @internal
216
+ */
217
+ onPointerMove(args) {
218
+ if (this._isDragging || this._potentialDragStartEvt !== null)
219
+ args.use();
220
+ }
221
+ /**
222
+ * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
+ * @param evt Pointer event data containing information about the interaction
224
+ * @internal
225
+ */
226
+ onPointerExit(evt) {
227
+ if (!this.allowEdit(this.gameObject))
228
+ return;
229
+ if (evt.mode !== "screen")
230
+ return;
231
+ if (DragControls.lastHovered !== evt.object)
232
+ return;
233
+ this.context.domElement.style.cursor = 'auto';
234
+ }
235
+ /**
236
+ * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
+ * @param args Pointer event data containing information about the interaction
238
+ * @internal
239
+ */
240
+ onPointerDown(args) {
241
+ if (!this.allowEdit(this.gameObject))
242
+ return;
243
+ if (args.used)
244
+ return;
245
+ // get the drag mode and check if we need to abort early here
246
+ const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
+ if (dragMode === DragMode.None)
249
+ return;
250
+ DragControls.lastHovered = args.object;
251
+ if (args.button === 0) {
252
+ if (this._dragHandlers.size === 0) {
253
+ this._didDrag = false;
254
+ this._totalMovement.set(0, 0, 0);
255
+ this._potentialDragStartEvt = args;
256
+ }
257
+ if (!this._targetObject) {
258
+ this.setTargetObject(this.gameObject);
259
+ }
260
+ DragControls._active += 1;
261
+ const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
+ this._dragHandlers.set(args.event.space, newDragHandler);
263
+ newDragHandler.onDragStart(args);
264
+ if (this._dragHandlers.size === 2) {
265
+ const iterator = this._dragHandlers.values();
266
+ const a = iterator.next().value;
267
+ const b = iterator.next().value;
268
+ if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
+ const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
+ this._dragHandlers.set(this.gameObject, mtHandler);
271
+ mtHandler.onDragStart(args);
272
+ }
273
+ else {
274
+ console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
+ }
276
+ }
277
+ args.use();
278
+ }
279
+ }
280
+ /**
281
+ * Handles pointer up events. Finalizes or cancels the drag operation.
282
+ * @param args Pointer event data containing information about the interaction
283
+ * @internal
284
+ */
285
+ onPointerUp(args) {
286
+ if (debug)
287
+ Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
+ if (!this.allowEdit(this.gameObject))
289
+ return;
290
+ if (args.button !== 0)
291
+ return;
292
+ this._potentialDragStartEvt = null;
293
+ const handler = this._dragHandlers.get(args.event.space);
294
+ const mtHandler = this._dragHandlers.get(this.gameObject);
295
+ if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
+ // any of the two handlers has been released, so we can remove the multi-touch handler
297
+ this._dragHandlers.delete(this.gameObject);
298
+ mtHandler.onDragEnd(args);
299
+ }
300
+ if (handler) {
301
+ if (DragControls._active > 0)
302
+ DragControls._active -= 1;
303
+ this.setTargetObject(null);
304
+ if (handler.onDragEnd)
305
+ handler.onDragEnd(args);
306
+ this._dragHandlers.delete(args.event.space);
307
+ if (this._dragHandlers.size === 0) {
308
+ this.onLastDragEnd(args);
309
+ }
310
+ args.use();
311
+ }
312
+ }
313
+ /**
314
+ * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
+ * and triggers drag start once there's enough movement.
316
+ * @internal
317
+ */
318
+ update() {
319
+ for (const handler of this._dragHandlers.values()) {
320
+ if (handler.collectMovementInfo)
321
+ handler.collectMovementInfo();
322
+ // TODO this doesn't make sense, we should instead just use the max here
323
+ // or even better, each handler can decide on their own how to handle this
324
+ if (handler.getTotalMovement)
325
+ this._totalMovement.add(handler.getTotalMovement());
326
+ }
327
+ // drag start only after having dragged for some pixels
328
+ if (this._potentialDragStartEvt) {
329
+ if (!this._didDrag) {
330
+ // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
+ // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
+ if (this._totalMovement.length() > 0.0003)
333
+ this._didDrag = true;
334
+ else
335
+ return;
336
+ }
337
+ const args = this._potentialDragStartEvt;
338
+ this._potentialDragStartEvt = null;
339
+ this.onFirstDragStart(args);
340
+ }
341
+ for (const handler of this._dragHandlers.values())
342
+ if (handler.onDragUpdate)
343
+ handler.onDragUpdate(this._dragHandlers.size);
344
+ if (this._dragHelper && this._dragHelper.hasSelected)
345
+ this.onAnyDragUpdate();
346
+ }
347
+ /**
348
+ * Called when the first pointer starts dragging on this object.
349
+ * Sets up network synchronization and marks rigidbodies for dragging.
350
+ * Not called for subsequent pointers on the same object.
351
+ * @param evt Pointer event data that initiated the drag
352
+ */
353
+ onFirstDragStart(evt) {
354
+ if (!evt || !evt.object)
355
+ return;
356
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
+ // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
+ // then we will ignore this DragControls and not select it.
359
+ // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
+ if (!dc || (dc !== this && dc._isDragging))
361
+ return;
362
+ const object = this._targetObject || this.gameObject;
363
+ if (!object)
364
+ return;
365
+ this._isDragging = true;
366
+ const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
+ if (debug)
368
+ console.log("DRAG START", sync, object);
369
+ if (sync) {
370
+ sync.fastMode = true;
371
+ sync?.requestOwnership();
372
+ }
373
+ this._marker = GameObject.addComponent(object, UsageMarker);
374
+ this._draggingRigidbodies.length = 0;
375
+ const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
+ if (rbs)
377
+ this._draggingRigidbodies.push(...rbs);
378
+ }
379
+ /**
380
+ * Called each frame as long as any pointer is dragging this object.
381
+ * Updates visuals and keeps rigidbodies awake during the drag.
382
+ */
383
+ onAnyDragUpdate() {
384
+ if (!this._dragHelper)
385
+ return;
386
+ this._dragHelper.showGizmo = this.showGizmo;
387
+ this._dragHelper.onUpdate(this.context);
388
+ for (const rb of this._draggingRigidbodies) {
389
+ rb.wakeUp();
390
+ rb.resetVelocities();
391
+ rb.resetForcesAndTorques();
392
+ }
393
+ const object = this._targetObject || this.gameObject;
394
+ InstancingUtil.markDirty(object);
395
+ }
396
+ /**
397
+ * Called when the last pointer has been removed from this object.
398
+ * Cleans up drag state and applies final velocities to rigidbodies.
399
+ * @param evt Pointer event data for the last pointer that was lifted
400
+ */
401
+ onLastDragEnd(evt) {
402
+ if (!this || !this._isDragging)
403
+ return;
404
+ this._isDragging = false;
405
+ for (const rb of this._draggingRigidbodies) {
406
+ rb.setVelocity(rb.smoothedVelocity);
407
+ }
408
+ this._draggingRigidbodies.length = 0;
409
+ this._targetObject = null;
410
+ if (evt?.object) {
411
+ const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
+ if (sync) {
413
+ sync.fastMode = false;
414
+ // sync?.requestOwnership();
415
+ }
416
+ }
417
+ if (this._marker)
418
+ this._marker.destroy();
419
+ if (!this._dragHelper)
420
+ return;
421
+ const selected = this._dragHelper.selected;
422
+ if (debug)
423
+ console.log("DRAG END", selected, selected?.visible);
424
+ this._dragHelper.setSelected(null, this.context);
425
+ }
426
+ }
427
+ __decorate([
428
+ serializable()
429
+ ], DragControls.prototype, "dragMode", void 0);
430
+ __decorate([
431
+ serializable()
432
+ ], DragControls.prototype, "snapGridResolution", void 0);
433
+ __decorate([
434
+ serializable()
435
+ ], DragControls.prototype, "keepRotation", void 0);
436
+ __decorate([
437
+ serializable()
438
+ ], DragControls.prototype, "xrDragMode", void 0);
439
+ __decorate([
440
+ serializable()
441
+ ], DragControls.prototype, "xrKeepRotation", void 0);
442
+ __decorate([
443
+ serializable()
444
+ ], DragControls.prototype, "xrDistanceDragFactor", void 0);
445
+ __decorate([
446
+ serializable()
447
+ ], DragControls.prototype, "showGizmo", void 0);
448
+ /**
449
+ * Handles two touch points affecting one object.
450
+ * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
451
+ */
452
+ class MultiTouchDragHandler {
453
+ handlerA;
454
+ handlerB;
455
+ context;
456
+ settings;
457
+ gameObject;
458
+ _handlerAAttachmentPoint = new Vector3();
459
+ _handlerBAttachmentPoint = new Vector3();
460
+ _followObject;
461
+ _manipulatorObject;
462
+ _deviceMode;
463
+ _followObjectStartWorldQuaternion = new Quaternion();
464
+ constructor(dragControls, gameObject, pointerA, pointerB) {
465
+ this.context = dragControls.context;
466
+ this.settings = dragControls;
467
+ this.gameObject = gameObject;
468
+ this.handlerA = pointerA;
469
+ this.handlerB = pointerB;
470
+ this._followObject = new Object3D();
471
+ this._manipulatorObject = new Object3D();
472
+ this.context.scene.add(this._manipulatorObject);
473
+ const rig = NeedleXRSession.active?.rig?.gameObject;
474
+ if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
475
+ console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
476
+ return;
477
+ }
478
+ this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
479
+ this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
480
+ this.gameObject.localToWorld(this._tempVec1);
481
+ this.gameObject.localToWorld(this._tempVec2);
482
+ if (rig) {
483
+ rig.worldToLocal(this._tempVec1);
484
+ rig.worldToLocal(this._tempVec2);
485
+ }
486
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
487
+ if (this._initialDistance < 0.02) {
488
+ if (debug) {
489
+ console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
490
+ }
491
+ // We want two reasonable pointer attachment points here.
492
+ // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
493
+ this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
494
+ this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
495
+ this._handlerAAttachmentPoint.copy(this._tempVec1);
496
+ this._handlerBAttachmentPoint.copy(this._tempVec2);
497
+ this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
498
+ this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
499
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
500
+ if (this._initialDistance < 0.001) {
501
+ console.warn("Not supported right now – controller drag points for multitouch are too close!");
502
+ this._initialDistance = 1;
503
+ }
504
+ }
505
+ else {
506
+ this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
507
+ this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
508
+ }
509
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
510
+ this._initialScale.copy(gameObject.scale);
511
+ if (debug) {
512
+ this._followObject.add(new AxesHelper(2));
513
+ this._manipulatorObject.add(new AxesHelper(5));
514
+ const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
515
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
516
+ Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
517
+ }
518
+ }
519
+ onDragStart(_args) {
520
+ // align _followObject with the object we want to drag
521
+ this.gameObject.add(this._followObject);
522
+ this._followObject.matrixAutoUpdate = false;
523
+ this._followObject.matrix.identity();
524
+ this._deviceMode = _args.mode;
525
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
526
+ // align _manipulatorObject in the same way it would if this was a drag update
527
+ this.alignManipulator();
528
+ // and then parent it to the space object so it follows along.
529
+ this._manipulatorObject.attach(this._followObject);
530
+ // store offsets in local space
531
+ this._manipulatorPosOffset.copy(this._followObject.position);
532
+ this._manipulatorRotOffset.copy(this._followObject.quaternion);
533
+ this._manipulatorScaleOffset.copy(this._followObject.scale);
534
+ }
535
+ onDragEnd(_args) {
536
+ if (!this.handlerA || !this.handlerB) {
537
+ console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
538
+ return;
539
+ }
540
+ // we want to initialize the drag points for these handlers again.
541
+ // one of them will be removed, but we don't know here which one
542
+ this.handlerA.recenter();
543
+ this.handlerB.recenter();
544
+ // destroy helper objects
545
+ this._manipulatorObject.removeFromParent();
546
+ this._followObject.removeFromParent();
547
+ this._manipulatorObject.destroy();
548
+ this._followObject.destroy();
549
+ }
550
+ _manipulatorPosOffset = new Vector3();
551
+ _manipulatorRotOffset = new Quaternion();
552
+ _manipulatorScaleOffset = new Vector3();
553
+ _tempVec1 = new Vector3();
554
+ _tempVec2 = new Vector3();
555
+ _tempVec3 = new Vector3();
556
+ tempLookMatrix = new Matrix4();
557
+ _initialScale = new Vector3();
558
+ _initialDistance = 0;
559
+ alignManipulator() {
560
+ if (!this.handlerA || !this.handlerB) {
561
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
562
+ return;
563
+ }
564
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
565
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
566
+ return;
567
+ }
568
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
569
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
570
+ this.handlerA.followObject.localToWorld(this._tempVec1);
571
+ this.handlerB.followObject.localToWorld(this._tempVec2);
572
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
573
+ this._manipulatorObject.position.copy(this._tempVec3);
574
+ // - lookAt the second point on handlerB
575
+ const camera = this.context.mainCamera;
576
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
577
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
578
+ // - scale based on the distance between the two points
579
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
580
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
581
+ this._manipulatorObject.updateMatrix();
582
+ this._manipulatorObject.updateMatrixWorld(true);
583
+ if (debug) {
584
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
585
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
586
+ // const wp = this._manipulatorObject.worldPosition;
587
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
588
+ }
589
+ }
590
+ onDragUpdate() {
591
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
592
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
593
+ // into a reasonable two-handed translation/rotation/scale.
594
+ // One approach:
595
+ // - position our control object on the center between the two pointer control objects
596
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
597
+ // Hit point is just the center of the object
598
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
599
+ this.alignManipulator();
600
+ // apply (smoothed) to the gameObject
601
+ const lerpStrength = 30;
602
+ const lerpFactor = 1.0;
603
+ this._followObject.position.copy(this._manipulatorPosOffset);
604
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
605
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
606
+ const draggedObject = this.gameObject;
607
+ const targetObject = this._followObject;
608
+ if (!draggedObject) {
609
+ console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
610
+ return;
611
+ }
612
+ targetObject.updateMatrix();
613
+ targetObject.updateMatrixWorld(true);
614
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
615
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
616
+ // TODO refactor to a common place
617
+ // apply constraints (position grid snap, rotation, ...)
618
+ if (this.settings.snapGridResolution > 0) {
619
+ const wp = this._followObject.worldPosition;
620
+ const snap = this.settings.snapGridResolution;
621
+ wp.x = Math.round(wp.x / snap) * snap;
622
+ wp.y = Math.round(wp.y / snap) * snap;
623
+ wp.z = Math.round(wp.z / snap) * snap;
624
+ this._followObject.worldPosition = wp;
625
+ this._followObject.updateMatrix();
626
+ }
627
+ if (keepRotation) {
628
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
629
+ this._followObject.updateMatrix();
630
+ }
631
+ // TODO refactor to a common place
632
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
633
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
634
+ const wp = draggedObject.worldPosition;
635
+ wp.lerp(targetObject.worldPosition, t);
636
+ draggedObject.worldPosition = wp;
637
+ const rot = draggedObject.worldQuaternion;
638
+ rot.slerp(targetObject.worldQuaternion, t);
639
+ draggedObject.worldQuaternion = rot;
640
+ const scl = draggedObject.worldScale;
641
+ scl.lerp(targetObject.worldScale, t);
642
+ draggedObject.worldScale = scl;
643
+ }
644
+ setTargetObject(obj) {
645
+ this.gameObject = obj;
646
+ }
647
+ }
648
+ /**
649
+ * Handles a single pointer on an object.
650
+ * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
651
+ * and controlling object translation based on the drag mode.
652
+ */
653
+ class DragPointerHandler {
654
+ /**
655
+ * Returns the accumulated movement of the pointer in world units.
656
+ * Used for determining if enough motion has occurred to start a drag.
657
+ */
658
+ getTotalMovement() { return this._totalMovement; }
659
+ /**
660
+ * Returns the object that follows the pointer during dragging operations.
661
+ */
662
+ get followObject() { return this._followObject; }
663
+ /**
664
+ * Returns the point where the pointer initially hit the object in local space.
665
+ */
666
+ get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
667
+ context;
668
+ gameObject;
669
+ settings;
670
+ _lastRig = undefined;
671
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
672
+ _followObject;
673
+ _totalMovement = new Vector3();
674
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
675
+ * effort someone is putting into moving an object closer or further away. */
676
+ _totalMovementAlongRayDirection = 0;
677
+ /** Distance between _followObject and its parent at grab start, in local space */
678
+ _grabStartDistance = 0;
679
+ _deviceMode;
680
+ _followObjectStartPosition = new Vector3();
681
+ _followObjectStartQuaternion = new Quaternion();
682
+ _followObjectStartWorldQuaternion = new Quaternion();
683
+ _lastDragPosRigSpace;
684
+ _tempVec = new Vector3();
685
+ _tempMat = new Matrix4();
686
+ _hitPointInLocalSpace = new Vector3();
687
+ _hitNormalInLocalSpace = new Vector3();
688
+ _bottomCenter = new Vector3();
689
+ _backCenter = new Vector3();
690
+ _backBottomCenter = new Vector3();
691
+ _bounds = new Box3();
692
+ _dragPlane = new Plane(new Vector3(0, 1, 0));
693
+ _draggedOverObject = null;
694
+ _draggedOverObjectLastSetUp = null;
695
+ _draggedOverObjectLastNormal = new Vector3();
696
+ _draggedOverObjectDuration = 0;
697
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
698
+ setTargetObject(obj) {
699
+ this.gameObject = obj;
700
+ }
701
+ constructor(dragControls, gameObject) {
702
+ this.settings = dragControls;
703
+ this.context = dragControls.context;
704
+ this.gameObject = gameObject;
705
+ this._followObject = new Object3D();
706
+ }
707
+ recenter() {
708
+ if (!this._followObject.parent) {
709
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
710
+ return;
711
+ }
712
+ if (!this.gameObject) {
713
+ console.warn("Error: space follow object doesn't have a gameObject");
714
+ return;
715
+ }
716
+ const p = this._followObject.parent;
717
+ this.gameObject.add(this._followObject);
718
+ this._followObject.matrixAutoUpdate = false;
719
+ this._followObject.position.set(0, 0, 0);
720
+ this._followObject.quaternion.set(0, 0, 0, 1);
721
+ this._followObject.scale.set(1, 1, 1);
722
+ this._followObject.updateMatrix();
723
+ this._followObject.updateMatrixWorld(true);
724
+ p.attach(this._followObject);
725
+ this._followObjectStartPosition.copy(this._followObject.position);
726
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
727
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
728
+ this._followObject.updateMatrix();
729
+ this._followObject.updateMatrixWorld(true);
730
+ const hitPointWP = this._hitPointInLocalSpace.clone();
731
+ this.gameObject.localToWorld(hitPointWP);
732
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
733
+ const rig = NeedleXRSession.active?.rig?.gameObject;
734
+ const rigScale = rig?.worldScale.x || 1;
735
+ this._grabStartDistance /= rigScale;
736
+ this._totalMovementAlongRayDirection = 0;
737
+ this._lastDragPosRigSpace = undefined;
738
+ if (debug) {
739
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
740
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
741
+ }
742
+ }
743
+ onDragStart(args) {
744
+ if (!this.gameObject) {
745
+ console.warn("Error: space follow object doesn't have a gameObject");
746
+ return;
747
+ }
748
+ args.event.space.add(this._followObject);
749
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
750
+ this._lastDragPosRigSpace = undefined;
751
+ if (args.point && args.normal) {
752
+ this._hitPointInLocalSpace.copy(args.point);
753
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
754
+ this._hitNormalInLocalSpace.copy(args.normal);
755
+ }
756
+ else if (args) {
757
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
758
+ // convert controller world position to local space instead and use that as hit point
759
+ const controller = args.event.space;
760
+ const controllerWp = controller.worldPosition;
761
+ this.gameObject.worldToLocal(controllerWp);
762
+ this._hitPointInLocalSpace.copy(controllerWp);
763
+ const controllerUp = controller.worldUp;
764
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
765
+ controllerUp.transformDirection(this._tempMat);
766
+ this._hitNormalInLocalSpace.copy(controllerUp);
767
+ }
768
+ this.recenter();
769
+ this._totalMovement.set(0, 0, 0);
770
+ this._deviceMode = args.mode;
771
+ const dragSource = this._followObject.parent;
772
+ const rayDirection = dragSource.worldForward;
773
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
774
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
775
+ // set up drag plane; we don't really know the normal yet but we can already set the point
776
+ const hitWP = this._hitPointInLocalSpace.clone();
777
+ this.gameObject.localToWorld(hitWP);
778
+ switch (dragMode) {
779
+ case DragMode.XZPlane:
780
+ const up = new Vector3(0, 1, 0);
781
+ if (this.gameObject.parent) {
782
+ // TODO in this case _dragPlane should be in parent space, not world space,
783
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
784
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
785
+ }
786
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
787
+ break;
788
+ case DragMode.HitNormal:
789
+ const hitNormal = this._hitNormalInLocalSpace.clone();
790
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
791
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
792
+ break;
793
+ case DragMode.Attached:
794
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
795
+ break;
796
+ case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
797
+ this.setPlaneViewAligned(hitWP, true);
798
+ break;
799
+ case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
800
+ this.setPlaneViewAligned(hitWP, false);
801
+ break;
802
+ case DragMode.None:
803
+ break;
804
+ }
805
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
806
+ // const bbox = new Box3();
807
+ const p = this.gameObject.parent;
808
+ const localP = this.gameObject.position.clone();
809
+ const localQ = this.gameObject.quaternion.clone();
810
+ const localS = this.gameObject.scale.clone();
811
+ // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
812
+ const matrixWorld = this.gameObject.matrixWorld.clone();
813
+ if (p)
814
+ p.remove(this.gameObject);
815
+ this.gameObject.position.set(0, 0, 0);
816
+ this.gameObject.quaternion.set(0, 0, 0, 1);
817
+ this.gameObject.scale.set(1, 1, 1);
818
+ const bbox = getBoundingBox([this.gameObject]);
819
+ // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
820
+ bbox.expandByPoint(this.gameObject.worldPosition);
821
+ // console.log(this.gameObject.position.y - bbox.min.y)
822
+ // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
823
+ // get front center point of the bbox. basically (0, 0, 1) in local space
824
+ const bboxCenter = new Vector3();
825
+ bbox.getCenter(bboxCenter);
826
+ const bboxSize = new Vector3();
827
+ bbox.getSize(bboxSize);
828
+ // attachment points for dragging
829
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
830
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
831
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
832
+ this._bounds.copy(bbox);
833
+ // restore original transform
834
+ if (p)
835
+ p.add(this.gameObject);
836
+ this.gameObject.position.copy(localP);
837
+ this.gameObject.quaternion.copy(localQ);
838
+ this.gameObject.scale.copy(localS);
839
+ this.gameObject.matrixWorld.copy(matrixWorld);
840
+ // surface snapping
841
+ this._draggedOverObject = null;
842
+ this._draggedOverObjectLastSetUp = null;
843
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
844
+ this._draggedOverObjectDuration = 0;
845
+ }
846
+ collectMovementInfo() {
847
+ // we're dragging - there is a controlling object
848
+ if (!this._followObject.parent)
849
+ return;
850
+ // TODO This should all be handled properly per-pointer
851
+ // and we want to have a chance to react to multiple pointers being on the same object.
852
+ // some common stuff (calculating of movement offsets, etc) could be done by default
853
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
854
+ const dragSource = this._followObject.parent;
855
+ // modify _followObject with constraints, e.g.
856
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
857
+ /* TODO fix jump on drag start
858
+ const p0 = this._followObject.parent as GameObject;
859
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
860
+ const p = new Vector3();
861
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
862
+ if (t0 !== null)
863
+ this._followObject.worldPosition = t0;
864
+ */
865
+ this._followObject.updateMatrix();
866
+ const dragPosRigSpace = dragSource.worldPosition;
867
+ const rig = NeedleXRSession.active?.rig?.gameObject;
868
+ if (rig)
869
+ rig.worldToLocal(dragPosRigSpace);
870
+ // sum up delta
871
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
872
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
873
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
874
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
875
+ this._lastRig = rig;
876
+ }
877
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
878
+ const rayDirectionRigSpace = dragSource.worldForward;
879
+ if (rig) {
880
+ this._tempMat.copy(rig.matrixWorld).invert();
881
+ rayDirectionRigSpace.transformDirection(this._tempMat);
882
+ }
883
+ // sum up delta movement along ray
884
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
885
+ this._tempVec.x = Math.abs(this._tempVec.x);
886
+ this._tempVec.y = Math.abs(this._tempVec.y);
887
+ this._tempVec.z = Math.abs(this._tempVec.z);
888
+ // sum up absolute total movement
889
+ this._totalMovement.add(this._tempVec);
890
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
891
+ if (debug) {
892
+ let wp = dragPosRigSpace;
893
+ // ray direction of the input source object
894
+ if (rig) {
895
+ wp = wp.clone();
896
+ wp.transformDirection(rig.matrixWorld);
897
+ }
898
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
899
+ }
900
+ }
901
+ onDragUpdate(numberOfPointers) {
902
+ // can only handle a single pointer
903
+ // if there's more, we defer to multi-touch drag handlers
904
+ if (numberOfPointers > 1)
905
+ return;
906
+ const draggedObject = this.gameObject;
907
+ if (!draggedObject || !this._followObject) {
908
+ console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
909
+ return;
910
+ }
911
+ const dragSource = this._followObject.parent;
912
+ if (!dragSource) {
913
+ console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
914
+ return;
915
+ }
916
+ this._followObject.updateMatrix();
917
+ const dragSourceWP = dragSource.worldPosition;
918
+ const rayDirection = dragSource.worldForward;
919
+ // Actually move and rotate draggedObject
920
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
921
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
922
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
923
+ if (dragMode === DragMode.None)
924
+ return;
925
+ const lerpStrength = 10;
926
+ // - keeping rotation constant during dragging
927
+ if (keepRotation)
928
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
929
+ this._followObject.updateMatrix();
930
+ this._followObject.updateMatrixWorld(true);
931
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
932
+ let currentDist = 1.0;
933
+ let lerpFactor = 2.0;
934
+ if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
935
+ {
936
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
937
+ currentDist = Math.max(0.0, factor);
938
+ currentDist = currentDist * currentDist * currentDist;
939
+ }
940
+ else if (this._grabStartDistance <= 0.5) {
941
+ // TODO there's still a frame delay between dragged objects and the hand models
942
+ lerpFactor = 3.0;
943
+ }
944
+ // reset _followObject to its original position and rotation
945
+ this._followObject.position.copy(this._followObjectStartPosition);
946
+ if (!keepRotation)
947
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
948
+ // TODO restore previous functionality:
949
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
950
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
951
+ // move the grabbed point to your head and not slap the cube in your head.
952
+ this._followObject.position.multiplyScalar(currentDist);
953
+ this._followObject.updateMatrix();
954
+ const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
955
+ this._hasLastSurfaceHitPoint = false;
956
+ const ray = new Ray(dragSourceWP, rayDirection);
957
+ let didHit = false;
958
+ // Surface snapping.
959
+ // Feels quite weird in VR right now!
960
+ if (dragMode == DragMode.SnapToSurfaces) {
961
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
962
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
963
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
964
+ const hits = this.context.physics.raycastFromRay(ray, {
965
+ testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
966
+ });
967
+ if (hits.length > 0) {
968
+ const hit = hits[0];
969
+ // if we're above the same surface for a specified time, adjust drag options:
970
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
971
+ // - if the drag plane is an object, we also want to
972
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
973
+ // - rotate the dragged object to match the surface normal
974
+ if (this._draggedOverObject === hit.object)
975
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
976
+ else {
977
+ this._draggedOverObject = hit.object;
978
+ this._draggedOverObjectDuration = 0;
979
+ }
980
+ if (hit.face) {
981
+ didHit = true;
982
+ this._hasLastSurfaceHitPoint = true;
983
+ this._lastSurfaceHitPoint.copy(hit.point);
984
+ const dragTimeThreshold = 0.15;
985
+ const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
986
+ const dragDistance = 0.001;
987
+ const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
988
+ // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
989
+ const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
990
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
991
+ // or if the surface normal changed
992
+ if ((dragTimeSatisfied || dragDistanceSatisfied) &&
993
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject
994
+ || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
995
+ // if we're dragging on a flat surface with different levels (like the sandbox floor)
996
+ || this.context.time.frame % 60 === 0)) {
997
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
998
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
999
+ const center = getTempVector();
1000
+ const size = getTempVector();
1001
+ this._bounds.getCenter(center);
1002
+ this._bounds.getSize(size);
1003
+ center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1004
+ this._hitPointInLocalSpace.copy(center);
1005
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
1006
+ // ensure plane is far enough up that we don't drag into the surface
1007
+ // Which offset we use here depends on the face normal direction we hit
1008
+ // If we hit the bottom, we want to use the top, and vice versa
1009
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1010
+ this._bounds.getCenter(center);
1011
+ this._bounds.getSize(size);
1012
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1013
+ const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1014
+ this._followObject.localToWorld(offset);
1015
+ // See https://linear.app/needle/issue/NE-5004
1016
+ // const offsetWP = this._followObject.worldPosition.sub(offset);
1017
+ const point = hit.point; //.sub(offsetWP);
1018
+ // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1019
+ // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1020
+ // console.log(hit.normal)
1021
+ this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1022
+ }
1023
+ // If the drag has just started and we're not yet really starting to update the object's position
1024
+ // we want to return here and wait until the drag has been going on for a bit
1025
+ // Otherwise the object will either immediately change it's position (when the user starts dragging)
1026
+ // Or interpolate to a wrong position for a short moment
1027
+ else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1028
+ return;
1029
+ }
1030
+ }
1031
+ }
1032
+ else if (didHaveSurfaceHitPointLastFrame) {
1033
+ if (this.gameObject)
1034
+ this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1035
+ }
1036
+ }
1037
+ // if(dragMode === DragMode.SnapToSurfaces){
1038
+ // if(!didHit){
1039
+ // return;
1040
+ // }
1041
+ // }
1042
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1043
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1044
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1045
+ // Drag on plane:
1046
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1047
+ this._followObject.worldPosition = this._tempVec;
1048
+ this._followObject.updateMatrix();
1049
+ this._followObject.updateMatrixWorld(true);
1050
+ const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1051
+ this._followObject.localToWorld(newWP);
1052
+ if (debug) {
1053
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1054
+ }
1055
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1056
+ this._followObject.updateMatrix();
1057
+ // TODO figure out nicer look rotation here
1058
+ // TODO rotating here will cause the object to intersect again with the surface
1059
+ // if (!keepRotation) {
1060
+ // const normal = this._dragPlane.normal;
1061
+ // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1062
+ // // Otherwise lookat will randomly choose a different rotation axis
1063
+ // const tinyNormalJiggle = 0.00001;
1064
+ // if (normal.x === 1) {
1065
+ // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1066
+ // }
1067
+ // else if (normal.y === 1) {
1068
+ // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1069
+ // }
1070
+ // else if (normal.z === 1) {
1071
+ // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1072
+ // }
1073
+ // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1074
+ // if (lookPoint) {
1075
+ // this._followObject.lookAt(lookPoint);
1076
+ // this._followObject.rotateX(Math.PI / 2);
1077
+ // }
1078
+ // }
1079
+ this._followObject.updateMatrix();
1080
+ }
1081
+ // TODO refactor to a common place
1082
+ // apply constraints (position grid snap, rotation, ...)
1083
+ if (this.settings.snapGridResolution > 0) {
1084
+ const wp = this._followObject.worldPosition;
1085
+ const snap = this.settings.snapGridResolution;
1086
+ wp.x = Math.round(wp.x / snap) * snap;
1087
+ wp.y = Math.round(wp.y / snap) * snap;
1088
+ wp.z = Math.round(wp.z / snap) * snap;
1089
+ this._followObject.worldPosition = wp;
1090
+ this._followObject.updateMatrix();
1091
+ }
1092
+ if (keepRotation) {
1093
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1094
+ this._followObject.updateMatrix();
1095
+ }
1096
+ // TODO refactor to a common place
1097
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1098
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1099
+ const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1100
+ const wp = draggedObject.worldPosition;
1101
+ wp.lerp(this._followObject.worldPosition, t);
1102
+ draggedObject.worldPosition = wp;
1103
+ const rot = draggedObject.worldQuaternion;
1104
+ rot.slerp(this._followObject.worldQuaternion, t_rotation);
1105
+ draggedObject.worldQuaternion = rot;
1106
+ if (debug) {
1107
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1108
+ draggedObject.localToWorld(hitPointWP);
1109
+ // draw grab attachment point and normal. They are in grabbed object space
1110
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1111
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1112
+ hitNormalWP.applyQuaternion(rot);
1113
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1114
+ // debug info
1115
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1116
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1117
+ Session: ${!!NeedleXRSession.active}\n
1118
+ Device: ${this._deviceMode}\n
1119
+ `, 0.03);
1120
+ // draw bottom/back snap points
1121
+ const bottomCenter = this._bottomCenter.clone();
1122
+ const backCenter = this._backCenter.clone();
1123
+ const backBottomCenter = this._backBottomCenter.clone();
1124
+ draggedObject.localToWorld(bottomCenter);
1125
+ draggedObject.localToWorld(backCenter);
1126
+ draggedObject.localToWorld(backBottomCenter);
1127
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1128
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1129
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1130
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1131
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1132
+ }
1133
+ }
1134
+ onDragEnd(args) {
1135
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1136
+ this._followObject.removeFromParent();
1137
+ this._followObject.destroy();
1138
+ this._lastDragPosRigSpace = undefined;
1139
+ }
1140
+ _hasLastSurfaceHitPoint = false;
1141
+ _lastSurfaceHitPoint = new Vector3();
1142
+ setPlaneViewAligned(worldPoint, useUpAngle) {
1143
+ if (!this._followObject.parent) {
1144
+ return false;
1145
+ }
1146
+ const viewDirection = this._followObject.parent.worldForward;
1147
+ ;
1148
+ const v0 = getTempVector(0, 1, 0);
1149
+ const v1 = viewDirection;
1150
+ const angle = v0.angleTo(v1);
1151
+ const angleThreshold = 0.5;
1152
+ if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1153
+ this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1154
+ else
1155
+ this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1156
+ return true;
1157
+ }
1158
+ }
1159
+ /**
1160
+ * Provides visual helper elements for DragControls.
1161
+ * Shows where objects will be placed and their relation to surfaces below them.
1162
+ */
1163
+ class LegacyDragVisualsHelper {
1164
+ /** Controls whether visual helpers like lines and markers are displayed */
1165
+ showGizmo = true;
1166
+ /** When true, drag plane alignment changes based on view angle */
1167
+ useViewAngle = true;
1168
+ /**
1169
+ * Checks if there is a currently selected object being visualized
1170
+ */
1171
+ get hasSelected() {
1172
+ return this._selected !== null && this._selected !== undefined;
1173
+ }
1174
+ /**
1175
+ * Returns the currently selected object being visualized, if any
1176
+ */
1177
+ get selected() {
1178
+ return this._selected;
1179
+ }
1180
+ _selected = null;
1181
+ _context = null;
1182
+ _camera;
1183
+ _cameraPlane = new Plane();
1184
+ _hasGroundPlane = false;
1185
+ _groundPlane = new Plane();
1186
+ _groundOffset = new Vector3();
1187
+ _groundOffsetFactor = 0;
1188
+ _groundDistance = 0;
1189
+ _groundPlanePoint = new Vector3();
1190
+ _raycaster = new Raycaster();
1191
+ _cameraPlaneOffset = new Vector3();
1192
+ _intersection = new Vector3();
1193
+ _worldPosition = new Vector3();
1194
+ _inverseMatrix = new Matrix4();
1195
+ _rbs = [];
1196
+ _groundLine;
1197
+ _groundMarker;
1198
+ static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1199
+ constructor(camera) {
1200
+ this._camera = camera;
1201
+ const line = new Line(LegacyDragVisualsHelper.geometry);
1202
+ const mat = line.material;
1203
+ mat.color = new Color(.4, .4, .4);
1204
+ line.layers.set(2);
1205
+ line.name = 'line';
1206
+ line.scale.y = 1;
1207
+ this._groundLine = line;
1208
+ const geometry = new SphereGeometry(.5, 22, 22);
1209
+ const material = new MeshBasicMaterial({ color: mat.color });
1210
+ const sphere = new Mesh(geometry, material);
1211
+ sphere.visible = false;
1212
+ sphere.layers.set(2);
1213
+ this._groundMarker = sphere;
1214
+ }
1215
+ setSelected(newSelected, context) {
1216
+ if (this._selected && context) {
1217
+ for (const rb of this._rbs) {
1218
+ rb.wakeUp();
1219
+ rb.setVelocity(0, 0, 0);
1220
+ }
1221
+ }
1222
+ if (this._selected) {
1223
+ // TODO move somewhere else
1224
+ Avatar_POI.Remove(context, this._selected);
1225
+ }
1226
+ this._selected = newSelected;
1227
+ this._context = context;
1228
+ this._rbs.length = 0;
1229
+ if (newSelected) {
1230
+ context.scene.add(this._groundLine);
1231
+ context.scene.add(this._groundMarker);
1232
+ }
1233
+ else {
1234
+ this._groundLine.removeFromParent();
1235
+ this._groundMarker.removeFromParent();
1236
+ }
1237
+ if (this._selected) {
1238
+ if (!context) {
1239
+ console.error("DragHelper: no context");
1240
+ return;
1241
+ }
1242
+ // TODO move somewhere else
1243
+ Avatar_POI.Add(context, this._selected, null);
1244
+ this._groundOffsetFactor = 0;
1245
+ this._hasGroundPlane = true;
1246
+ this._groundOffset.set(0, 0, 0);
1247
+ this._requireUpdateGroundPlane = true;
1248
+ this.onUpdateScreenSpacePlane();
1249
+ }
1250
+ }
1251
+ _groundOffsetVector = new Vector3(0, 1, 0);
1252
+ _requireUpdateGroundPlane = true;
1253
+ _didDragOnGroundPlaneLastFrame = false;
1254
+ onUpdate(_context) {
1255
+ if (!this._selected)
1256
+ return;
1257
+ // const wp = getWorldPosition(this._selected);
1258
+ // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1259
+ // this.onUpdateGroundPlane();
1260
+ // this._didDragOnGroundPlaneLastFrame = true;
1261
+ // this._hasGroundPlane = true;
1262
+ /*
1263
+ if (!this._context) return;
1264
+
1265
+ const mainKey: KeyCode = "Space";
1266
+ const secondaryKey: KeyCode = "KeyD";
1267
+ const scaleKey: KeyCode = "KeyS";
1268
+
1269
+ const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1270
+ const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1271
+ if (isRotating) {
1272
+ const dt = this._context.input.getPointerPositionDelta(0);
1273
+ if (dt) {
1274
+ this._groundOffsetVector.set(0, 1, 0);
1275
+ this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1276
+ }
1277
+ }
1278
+
1279
+ // todo: allow this once synced transform sends world scale
1280
+ // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1281
+ // if(isScaling){
1282
+ // const dt = this._context.input.getPointerPositionDelta(0);
1283
+ // if(dt){
1284
+ // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1285
+ // return;
1286
+ // }
1287
+ // }
1288
+
1289
+ const rc = this._context.input.getPointerPositionRC(0);
1290
+ if (!rc) return;
1291
+ this._raycaster.setFromCamera(rc, this._camera);
1292
+
1293
+ if (this._selected) {
1294
+ if (debug) console.log("UPDATE DRAG", this._selected);
1295
+ this._groundOffsetVector.set(0, 1, 0);
1296
+ const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1297
+ const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1298
+
1299
+ const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1300
+ let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1301
+ if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1302
+ dragOnGroundPlane = false;
1303
+ }
1304
+ const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1305
+ this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1306
+
1307
+ if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1308
+ if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1309
+ this.onUpdateGroundPlane();
1310
+
1311
+ this._requireUpdateGroundPlane = false;
1312
+ if (this._hasGroundPlane) {
1313
+ // const wp = getWorldPosition(this._selected);
1314
+ // const ray = new Ray(wp, new Vector3(0, -1, 0));
1315
+
1316
+ if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1317
+ const y = this._intersection.y;
1318
+ this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1319
+ this._groundPlanePoint.y = y;
1320
+
1321
+ if (dragOnGroundPlane) {
1322
+ this._groundOffsetVector.set(0, 1, 0);
1323
+ // console.log(this._groundOffset);
1324
+ const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1325
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1326
+ this.onDidUpdate();
1327
+ return;
1328
+ }
1329
+ }
1330
+ // TODO: fix this
1331
+ else this._groundPlanePoint.set(0, 99999, 0);
1332
+ // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1333
+ // const y = this._intersection.y;
1334
+ // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1335
+ // this._groundPlanePoint.y = y;
1336
+ // }
1337
+ }
1338
+
1339
+ if (changed) {
1340
+ this.onUpdateScreenSpacePlane();
1341
+ }
1342
+
1343
+ this._requireUpdateGroundPlane = true;
1344
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1345
+ this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1346
+ this.onDidUpdate();
1347
+ }
1348
+ }
1349
+ */
1350
+ }
1351
+ onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1352
+ if (!this._selected)
1353
+ return;
1354
+ if (heightOnly) {
1355
+ const cur = getWorldPosition(this._selected);
1356
+ cur.y = wp.y;
1357
+ wp = cur;
1358
+ }
1359
+ setWorldPosition(this._selected, wp);
1360
+ setWorldPosition(this._groundLine, wp);
1361
+ if (this._hasGroundPlane) {
1362
+ this._groundLine.scale.y = this._groundDistance;
1363
+ }
1364
+ else
1365
+ this._groundLine.scale.y = 1000;
1366
+ this._groundLine.visible = this.showGizmo;
1367
+ this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1368
+ if (pointOnPlane) {
1369
+ const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1370
+ this._groundMarker.scale.set(s, s, s);
1371
+ setWorldPosition(this._groundMarker, pointOnPlane);
1372
+ }
1373
+ }
1374
+ onUpdateScreenSpacePlane() {
1375
+ if (!this._selected || !this._context)
1376
+ return;
1377
+ const rc = this._context.input.getPointerPositionRC(0);
1378
+ if (!rc)
1379
+ return;
1380
+ this._raycaster.setFromCamera(rc, this._camera);
1381
+ this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1382
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1383
+ this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1384
+ this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1385
+ }
1386
+ }
1387
+ onUpdateGroundPlane() {
1388
+ if (!this._selected || !this._context)
1389
+ return;
1390
+ const wp = getWorldPosition(this._selected);
1391
+ const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1392
+ const opts = new RaycastOptions();
1393
+ opts.testObject = o => o !== this._selected;
1394
+ const hits = this._context.physics.raycastFromRay(ray, opts);
1395
+ for (let i = 0; i < hits.length; i++) {
1396
+ const hit = hits[i];
1397
+ if (!hit.face || this.contains(this._selected, hit.object)) {
1398
+ continue;
1399
+ }
1400
+ const normal = getTempVector(0, 1, 0); // hit.face.normal
1401
+ this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1402
+ break;
1403
+ }
1404
+ this._hasGroundPlane = true;
1405
+ this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1406
+ this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1407
+ this._groundDistance = this._intersection.distanceTo(wp);
1408
+ this._groundOffset.copy(this._intersection).sub(wp);
1409
+ }
1410
+ contains(obj, toSearch) {
1411
+ if (obj === toSearch)
1412
+ return true;
1413
+ if (obj.children) {
1414
+ for (const child of obj.children) {
1415
+ if (this.contains(child, toSearch))
1416
+ return true;
1417
+ }
1418
+ }
1419
+ return false;
1420
+ }
1421
+ }
1422
1422
  //# sourceMappingURL=DragControls.js.map