@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
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  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
@@ -1,765 +1,765 @@
1
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
- import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
- import { Mathf } from "../../engine/engine_math.js";
5
- import { RaycastOptions } from "../../engine/engine_physics.js";
6
- import { Context } from "../../engine/engine_setup.js";
7
- import { getParam } from "../../engine/engine_utils.js";
8
- import { Behaviour, GameObject } from "../Component.js";
9
- import { $shadowDomOwner } from "./BaseUIComponent.js";
10
- import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
11
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
12
- import { UIRaycastUtils } from "./RaycastUtils.js";
13
- import { isUIObject } from "./Utils.js";
14
- const debug = getParam("debugeventsystem");
15
- export var EventSystemEvents;
16
- (function (EventSystemEvents) {
17
- EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
- EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
- })(EventSystemEvents || (EventSystemEvents = {}));
20
- onInitialized((ctx) => {
21
- EventSystem.createIfNoneExists(ctx);
22
- });
23
- /**
24
- * @category User Interface
25
- * @group Components
26
- */
27
- export class EventSystem extends Behaviour {
28
- //@ts-ignore
29
- static ensureUpdateMeshUI(instance, context, force = false) {
30
- MeshUIHelper.update(instance, context, force);
31
- }
32
- static markUIDirty(_context) {
33
- MeshUIHelper.markDirty();
34
- }
35
- static createIfNoneExists(context) {
36
- if (!context.scene.getComponent(EventSystem)) {
37
- context.scene.addComponent(EventSystem);
38
- }
39
- }
40
- static get(ctx) {
41
- this.createIfNoneExists(ctx);
42
- return ctx.scene.getComponent(EventSystem);
43
- }
44
- /** Get the currently active event system */
45
- static get instance() {
46
- return this.get(Context.Current);
47
- }
48
- raycaster = [];
49
- register(rc) {
50
- if (rc && this.raycaster && !this.raycaster.includes(rc))
51
- this.raycaster?.push(rc);
52
- }
53
- unregister(rc) {
54
- const i = this.raycaster?.indexOf(rc);
55
- if (i !== undefined && i !== -1) {
56
- this.raycaster?.splice(i, 1);
57
- }
58
- }
59
- get hasActiveUI() {
60
- return this.currentActiveMeshUIComponents.length > 0;
61
- }
62
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
- awake() {
64
- // We only want ONE eventsystem on the root scene
65
- // as long as this component is not implemented in core we need to check this here
66
- if (this.gameObject !== this.context.scene) {
67
- this.enabled = false;
68
- }
69
- }
70
- start() {
71
- if (!this.context.scene.getComponent(Raycaster)) {
72
- this.context.scene.addComponent(ObjectRaycaster);
73
- }
74
- }
75
- onEnable() {
76
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
77
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
78
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
79
- }
80
- onDisable() {
81
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
82
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
83
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
84
- }
85
- /**
86
- * all pointers that have pressed something
87
- *
88
- * key: pointerId
89
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
90
- */
91
- pressedByID = new Map();
92
- /**
93
- * all hovered objects
94
- *
95
- * key: pointerId
96
- * value: object that is hovered, data of the pointer event
97
- */
98
- hoveredByID = new Map();
99
- onBeforeRender() {
100
- this.resetMeshUIStates();
101
- }
102
- /**
103
- * Handle an pointer event from the input system
104
- */
105
- onPointerEvent = (pointerEvent) => {
106
- if (pointerEvent === undefined)
107
- return;
108
- if (pointerEvent.propagationStopped)
109
- return;
110
- if (pointerEvent.defaultPrevented)
111
- return;
112
- if (pointerEvent.used)
113
- return;
114
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
115
- const data = new PointerEventData(this.context.input, pointerEvent);
116
- this._currentPointerEventName = pointerEvent.type;
117
- data.inputSource = this.context.input;
118
- data.isClick = pointerEvent.isClick;
119
- data.isDoubleClick = pointerEvent.isDoubleClick;
120
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
121
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
122
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
123
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
124
- if (debug) {
125
- if (data.isDown)
126
- console.log("DOWN", data.pointerId);
127
- else if (data.isUp)
128
- console.log("UP", data.pointerId);
129
- if (data.isClick)
130
- console.log("CLICK", data.pointerId);
131
- }
132
- // raycast
133
- const options = new RaycastOptions();
134
- if (pointerEvent.hasRay) {
135
- options.ray = pointerEvent.ray;
136
- }
137
- else {
138
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
139
- }
140
- const hits = this.performRaycast(options);
141
- if (hits) {
142
- for (const hit of hits) {
143
- hit.event = pointerEvent;
144
- pointerEvent.intersections.push(hit);
145
- }
146
- if (pointerEvent.origin.onPointerHits) {
147
- pointerEvent.origin.onPointerHits({
148
- sender: this,
149
- event: pointerEvent,
150
- hits
151
- });
152
- }
153
- }
154
- if (debug && data.isClick) {
155
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
156
- }
157
- const evt = {
158
- sender: this,
159
- args: data,
160
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
161
- };
162
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
163
- // then handle the intersections and call the callbacks on the regular objects
164
- this.handleIntersections(hits, data);
165
- this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
166
- };
167
- _sortedHits = [];
168
- /**
169
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
170
- */
171
- _testObjectsCache = new Map();
172
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
173
- _currentlyActiveRaycaster = null;
174
- _currentPointerEventName = null;
175
- /**
176
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
177
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
178
- * We do this to avoid raycasts against objects that are not going to be used by the event system
179
- * Because there's no component callback to be invoked anyways.
180
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
181
- *
182
- * Further optimizations would be to check what type of event we're dealing with
183
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
184
- * */
185
- shouldRaycastObject = (obj) => {
186
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
187
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
188
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
189
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
190
- return false;
191
- }
192
- // if (this._currentPointerEventName == "pointermove") {
193
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
194
- // }
195
- // check if this object is actually a UI shadow hierarchy object
196
- let uiOwner = null;
197
- const isUI = isUIObject(obj);
198
- // if yes we want to grab the actual object that is the owner of the shadow dom
199
- // and check that object for the event component
200
- if (isUI) {
201
- uiOwner = obj[$shadowDomOwner]?.gameObject;
202
- }
203
- // check if the object was seen previously
204
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
205
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
206
- const prev = this._testObjectsCache.get(obj);
207
- if (prev === false)
208
- return "continue in children";
209
- return true;
210
- }
211
- else {
212
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
213
- // because then this other raycaster is responsible for raycasting this object
214
- // const rc = GameObject.getComponent(obj, Raycaster);
215
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
216
- // the object was not yet seen so we test if it has an event component
217
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
218
- if (!hasEventComponent && uiOwner)
219
- hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
220
- if (hasEventComponent) {
221
- // it has an event component: we add it and all its children to the cache
222
- // we don't need to do the same for the shadow component hierarchy
223
- // because the next object that will be detecting that the shadow owner was already seen
224
- this._testObjectsCache.set(obj, true);
225
- for (const ch of obj.children)
226
- this.shouldRaycastObject_AddToYesCache(ch);
227
- return true;
228
- }
229
- this._testObjectsCache.set(obj, false);
230
- return "continue in children";
231
- }
232
- };
233
- shouldRaycastObject_AddToYesCache(obj) {
234
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
235
- // because then this other raycaster is responsible for raycasting this object
236
- // const rc = GameObject.getComponent(obj, Raycaster);
237
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
238
- this._testObjectsCache.set(obj, true);
239
- for (const ch of obj.children) {
240
- this.shouldRaycastObject_AddToYesCache(ch);
241
- }
242
- }
243
- /** the raycast filter is always overriden */
244
- performRaycast(opts) {
245
- if (!this.raycaster)
246
- return null;
247
- // we clear the cache of previously seen objects
248
- this._testObjectsCache.clear();
249
- this._sortedHits.length = 0;
250
- if (!opts)
251
- opts = new RaycastOptions();
252
- opts.testObject = this.shouldRaycastObject;
253
- for (const rc of this.raycaster) {
254
- if (!rc.activeAndEnabled)
255
- continue;
256
- this._currentlyActiveRaycaster = rc;
257
- const res = rc.performRaycast(opts);
258
- this._currentlyActiveRaycaster = null;
259
- if (res && res.length > 0) {
260
- // console.log(res.length, res.map(r => r.object.name));
261
- this._sortedHits.push(...res);
262
- }
263
- }
264
- this._sortedHits.sort((a, b) => {
265
- return a.distance - b.distance;
266
- });
267
- return this._sortedHits;
268
- }
269
- assignHitInformation(args, hit) {
270
- if (!hit) {
271
- args.intersection = undefined;
272
- args.point = undefined;
273
- args.normal = undefined;
274
- args.face = undefined;
275
- args.distance = undefined;
276
- args.instanceId = undefined;
277
- }
278
- else {
279
- args.intersection = hit;
280
- args.point = hit.point;
281
- args.normal = hit.normal;
282
- args.face = hit.face;
283
- args.distance = hit.distance;
284
- args.instanceId = hit.instanceId;
285
- }
286
- }
287
- handleIntersections(hits, args) {
288
- if (hits?.length) {
289
- hits = this.sortCandidates(hits);
290
- for (const hit of hits) {
291
- if (args.event.immediatePropagationStopped) {
292
- return false;
293
- }
294
- this.assignHitInformation(args, hit);
295
- if (this.handleEventOnObject(hit.object, args)) {
296
- return true;
297
- }
298
- }
299
- }
300
- // first invoke captured pointers
301
- this.assignHitInformation(args, hits?.[0]);
302
- this.invokePointerCapture(args);
303
- // pointer has not hit any object to handle
304
- // thus is not hovering over anything
305
- const hoveredData = this.hoveredByID.get(args.pointerId);
306
- if (hoveredData) {
307
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
308
- }
309
- this.hoveredByID.delete(args.pointerId);
310
- // if it was up, it means it should notify things that it down on before
311
- if (args.isUp) {
312
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
313
- this.pressedByID.delete(args.pointerId);
314
- }
315
- return false;
316
- }
317
- _sortingBuffer = [];
318
- _noDepthTestingResults = [];
319
- sortCandidates(hits) {
320
- // iterate over all hits and filter for nodepth objects and normal hit objects
321
- // the no-depth objects will be handled first starting from the closest
322
- // assuming the hits array is sorted by distance (closest > furthest)
323
- this._sortingBuffer.length = 0;
324
- this._noDepthTestingResults.length = 0;
325
- for (let i = 0; i < hits.length; i++) {
326
- const hit = hits[i];
327
- const object = hit.object;
328
- if (object.material) {
329
- if (object.material["depthTest"] === false) {
330
- this._noDepthTestingResults.push(hit);
331
- continue;
332
- }
333
- }
334
- this._sortingBuffer.push(hit);
335
- }
336
- for (const obj of this._sortingBuffer) {
337
- this._noDepthTestingResults.push(obj);
338
- }
339
- return this._noDepthTestingResults;
340
- }
341
- out = {};
342
- /**
343
- * Handle hit result by preparing all needed information before propagation.
344
- * Then calling propagate.
345
- */
346
- handleEventOnObject(object, args) {
347
- // ensures that invisible objects are ignored
348
- if (!this.testIsVisible(object)) {
349
- if (args.isClick && debug)
350
- console.log("not allowed", object);
351
- return false;
352
- }
353
- // Event without pointer can't be handled
354
- if (args.pointerId === undefined) {
355
- if (debug)
356
- console.error("Event without pointer can't be handled", args);
357
- return false;
358
- }
359
- // Correct the handled object to match the relevant object in shadow dom (?)
360
- args.object = object;
361
- const parent = object.parent;
362
- let isShadow = false;
363
- const clicked = args.isClick ?? false;
364
- let canvasGroup = null;
365
- // handle potential shadow dom built from three mesh ui
366
- if (parent && parent.isUI) {
367
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
368
- if (parent[$shadowDomOwner]) {
369
- const actualGo = parent[$shadowDomOwner].gameObject;
370
- if (actualGo) {
371
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
372
- if (!res)
373
- return false;
374
- canvasGroup = this.out.canvasGroup ?? null;
375
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
376
- if (!clicked && handled) {
377
- // return true;
378
- }
379
- object = actualGo;
380
- isShadow = true;
381
- }
382
- }
383
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
384
- // if(parent["needle:use_eventsystem"] == true){
385
- // // if use_eventsystem is true, we want to handle the event
386
- // }
387
- // else if (!isShadow) {
388
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
389
- // if (obj) return true;
390
- // }
391
- }
392
- if (clicked && debug)
393
- console.log(this.context.time.frame, object);
394
- // Handle OnPointerExit -> in case when we are about to hover something new
395
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
396
- const hovering = this.hoveredByID.get(args.pointerId);
397
- const prevHovering = hovering?.obj;
398
- const isNewlyHovering = prevHovering !== object;
399
- // trigger onPointerExit
400
- if (isNewlyHovering && prevHovering) {
401
- this.propagatePointerExit(prevHovering, hovering.data, object);
402
- }
403
- // save hovered object
404
- const entry = this.hoveredByID.get(args.pointerId);
405
- if (!entry)
406
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
407
- else {
408
- entry.obj = object;
409
- entry.data = args;
410
- }
411
- // create / update pressed entry
412
- if (args.isDown) {
413
- const data = this.pressedByID.get(args.pointerId);
414
- if (!data)
415
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
416
- else {
417
- data.obj = object;
418
- data.data = args;
419
- }
420
- }
421
- if (canvasGroup === null || canvasGroup.interactable) {
422
- this.handleMainInteraction(object, args, prevHovering ?? null);
423
- }
424
- return true;
425
- }
426
- /**
427
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
428
- */
429
- propagate(object, onComponent) {
430
- while (true) {
431
- if (!object)
432
- break;
433
- GameObject.foreachComponent(object, comp => {
434
- // TODO: implement Stop Immediate Propagation
435
- onComponent(comp);
436
- }, false);
437
- // walk up
438
- object = object.parent;
439
- }
440
- }
441
- /**
442
- * Propagate up in hierarchy and call handlers based on the pointer event data
443
- */
444
- handleMainInteraction(object, args, prevHovering) {
445
- const pressedEvent = this.pressedByID.get(args.pointerId);
446
- const hoveredObjectChanged = prevHovering !== object;
447
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
448
- let isMoving = true;
449
- switch (args.event.pointerType) {
450
- case "mouse":
451
- case "touch":
452
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
453
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
454
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
455
- break;
456
- case "controller":
457
- case "hand":
458
- // for hands and controller we assume they are never totally still (except for simulated environments)
459
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
460
- // so maybe check the angle every frame?
461
- break;
462
- }
463
- this.propagate(object, (behaviour) => {
464
- const comp = behaviour;
465
- if (comp.interactable === false)
466
- return;
467
- if (!comp.activeAndEnabled || !comp.enabled)
468
- return;
469
- if (comp.onPointerEnter) {
470
- if (hoveredObjectChanged) {
471
- this.handlePointerEnter(comp, args);
472
- }
473
- }
474
- if (args.isDown) {
475
- if (comp.onPointerDown) {
476
- comp.onPointerDown(args);
477
- // Set the handler that we called the down event on
478
- // So we can call the up event on the same handler
479
- // In a scenario where we Down on one object and Up on another
480
- pressedEvent?.handlers.add(comp);
481
- this.handlePointerCapture(args, comp);
482
- }
483
- }
484
- if (comp.onPointerMove) {
485
- if (isMoving)
486
- comp.onPointerMove(args);
487
- this.handlePointerCapture(args, comp);
488
- }
489
- if (args.isUp) {
490
- if (comp.onPointerUp) {
491
- this.invokeOnPointerUp(args, comp);
492
- // We don't want to call Up twice if we Down and Up on the same object
493
- // But if we Down on one and Up on another we want to call Up on the first one as well
494
- // For example if the object was cloned by the Duplicatable
495
- // The original component that received the down event SHOULD also receive the up event
496
- pressedEvent?.handlers.delete(comp);
497
- }
498
- // handle touch onExit (touchUp) since the pointer stops existing
499
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
500
- // Mouse 0 is always persistent
501
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
- this.handlePointerExit(comp, args);
503
- this.hoveredByID.delete(args.pointerId);
504
- }
505
- }
506
- if (args.isClick) {
507
- if (comp.onPointerClick) {
508
- comp.onPointerClick(args);
509
- }
510
- }
511
- });
512
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
- // If user drags away from the object, then it doesn't get the UP event
514
- if (args.isUp) {
515
- pressedEvent?.handlers.forEach((handler) => {
516
- this.invokeOnPointerUp(args, handler);
517
- });
518
- this.pressedByID.delete(args.pointerId);
519
- }
520
- }
521
- /** Propagate up in hierarchy and call onPointerExit */
522
- propagatePointerExit(object, args, newObject) {
523
- this.propagate(object, (behaviour) => {
524
- if (!behaviour.gameObject || behaviour.destroyed)
525
- return;
526
- const inst = behaviour;
527
- if (inst.onPointerExit || inst.onPointerEnter) {
528
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
529
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
530
- return;
531
- }
532
- this.handlePointerExit(inst, args);
533
- }
534
- });
535
- }
536
- /** handles onPointerUp - this will also release the pointerCapture */
537
- invokeOnPointerUp(evt, handler) {
538
- handler.onPointerUp?.call(handler, evt);
539
- this.releasePointerCapture(evt, handler);
540
- }
541
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
542
- handlePointerEnter(comp, args) {
543
- if (comp.onPointerEnter) {
544
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
545
- comp.onPointerEnter(args);
546
- }
547
- }
548
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
549
- }
550
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
551
- handlePointerExit(comp, evt) {
552
- if (comp.onPointerExit) {
553
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
554
- comp.onPointerExit(evt);
555
- }
556
- }
557
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
558
- }
559
- /** updates the pointer state list for a component
560
- * @param comp the component to update
561
- * @param pointerId the pointerId to update
562
- * @param symbol the symbol to use for the state
563
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
564
- */
565
- updatePointerState(comp, pointerId, symbol, add) {
566
- let state = comp[symbol];
567
- if (add) {
568
- // the pointer is already in the state list
569
- if (state && state.includes(pointerId))
570
- return false;
571
- state = state || [];
572
- state.push(pointerId);
573
- comp[symbol] = state;
574
- return true;
575
- }
576
- else {
577
- if (!state || !state.includes(pointerId))
578
- return false;
579
- const i = state.indexOf(pointerId);
580
- if (i !== -1) {
581
- state.splice(i, 1);
582
- }
583
- return true;
584
- }
585
- }
586
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
587
- _capturedPointer = {};
588
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
589
- handlePointerCapture(evt, comp) {
590
- if (evt.z__pointer_ctured) {
591
- evt.z__pointer_ctured = false;
592
- const id = evt.pointerId;
593
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
594
- if (comp.onPointerMove) {
595
- const list = this._capturedPointer[id] || [];
596
- list.push(comp);
597
- this._capturedPointer[id] = list;
598
- }
599
- else {
600
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
601
- comp["z__warned_no_pointermove"] = true;
602
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
603
- }
604
- }
605
- }
606
- else if (evt.z__pointer_cture_rleased) {
607
- evt.z__pointer_cture_rleased = false;
608
- this.releasePointerCapture(evt, comp);
609
- }
610
- }
611
- /** removes the component from the pointer capture list */
612
- releasePointerCapture(evt, component) {
613
- const id = evt.pointerId;
614
- if (this._capturedPointer[id]) {
615
- const i = this._capturedPointer[id].indexOf(component);
616
- if (i !== -1) {
617
- this._capturedPointer[id].splice(i, 1);
618
- if (debug)
619
- console.log("released pointer capture", id, component, this._capturedPointer);
620
- }
621
- }
622
- }
623
- /** invoke the pointerMove event on all captured handlers */
624
- invokePointerCapture(evt) {
625
- if (evt.event.type === InputEvents.PointerMove) {
626
- const id = evt.pointerId;
627
- const captured = this._capturedPointer[id];
628
- if (captured) {
629
- if (debug)
630
- console.log("Captured", id, captured);
631
- for (let i = 0; i < captured.length; i++) {
632
- const handler = captured[i];
633
- // check if it was destroyed
634
- const comp = handler;
635
- if (comp.destroyed) {
636
- captured.splice(i, 1);
637
- i--;
638
- continue;
639
- }
640
- // invoke pointer move
641
- handler.onPointerMove?.call(handler, evt);
642
- }
643
- }
644
- }
645
- }
646
- pointerEnterSymbol = Symbol("pointerEnter");
647
- pointerExitSymbol = Symbol("pointerExit");
648
- isChild(obj, possibleChild) {
649
- if (!obj || !possibleChild)
650
- return false;
651
- if (obj === possibleChild)
652
- return true;
653
- if (!obj.parent)
654
- return false;
655
- return this.isChild(obj.parent, possibleChild);
656
- }
657
- handleMeshUiObjectWithoutShadowDom(obj, pressed) {
658
- if (!obj || !obj.isUI)
659
- return true;
660
- const hit = this.handleMeshUIIntersection(obj, pressed);
661
- return hit;
662
- }
663
- currentActiveMeshUIComponents = [];
664
- handleMeshUIIntersection(meshUiObject, pressed) {
665
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
666
- if (res) {
667
- this.currentActiveMeshUIComponents.push(res);
668
- }
669
- return res !== null;
670
- }
671
- resetMeshUIStates() {
672
- if (this.context.input.getPointerPressedCount() > 0) {
673
- MeshUIHelper.resetLastSelected();
674
- }
675
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
676
- return;
677
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
678
- const comp = this.currentActiveMeshUIComponents[i];
679
- MeshUIHelper.resetState(comp);
680
- }
681
- this.currentActiveMeshUIComponents.length = 0;
682
- }
683
- testIsVisible(obj) {
684
- if (!obj)
685
- return true;
686
- if (!GameObject.isActiveSelf(obj))
687
- return false;
688
- return this.testIsVisible(obj.parent);
689
- }
690
- }
691
- class MeshUIHelper {
692
- static lastSelected = null;
693
- static lastUpdateFrame = [];
694
- static needsUpdate = false;
695
- static markDirty() {
696
- this.needsUpdate = true;
697
- }
698
- static update(threeMeshUI, context, force = false) {
699
- if (force) {
700
- threeMeshUI.update();
701
- return;
702
- }
703
- const currentFrame = context.time.frameCount;
704
- for (const lu of this.lastUpdateFrame) {
705
- if (lu.context === context) {
706
- if (currentFrame === lu.frame)
707
- return;
708
- lu.frame = currentFrame;
709
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
710
- if (lu.nextUpdate <= currentFrame)
711
- shouldUpdate = true;
712
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
713
- if (shouldUpdate) {
714
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
715
- if (debug)
716
- console.log("Update threemeshui");
717
- this.needsUpdate = false;
718
- lu.nextUpdate = currentFrame + 60;
719
- threeMeshUI.update();
720
- }
721
- return;
722
- }
723
- }
724
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
725
- threeMeshUI.update();
726
- this.needsUpdate = false;
727
- }
728
- static updateState(intersect, _selectState) {
729
- let foundBlock = null;
730
- if (intersect) {
731
- foundBlock = this.findBlockOrTextInParent(intersect);
732
- // console.log(intersect, "-- found block:", foundBlock)
733
- if (foundBlock && foundBlock !== this.lastSelected) {
734
- const interactable = foundBlock["interactable"];
735
- if (interactable === false)
736
- return null;
737
- this.needsUpdate = true;
738
- }
739
- }
740
- return foundBlock;
741
- }
742
- static resetLastSelected() {
743
- const last = this.lastSelected;
744
- if (!last)
745
- return;
746
- this.lastSelected = null;
747
- this.resetState(last);
748
- }
749
- static resetState(obj) {
750
- if (!obj)
751
- return;
752
- this.needsUpdate = true;
753
- }
754
- static findBlockOrTextInParent(elem) {
755
- if (!elem)
756
- return null;
757
- if (elem.isBlock || (elem.isText)) {
758
- // @TODO : Replace states managements
759
- // if (Object.keys(elem.states).length > 0)
760
- return elem;
761
- }
762
- return this.findBlockOrTextInParent(elem.parent);
763
- }
764
- }
1
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
+ import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
+ import { Mathf } from "../../engine/engine_math.js";
5
+ import { RaycastOptions } from "../../engine/engine_physics.js";
6
+ import { Context } from "../../engine/engine_setup.js";
7
+ import { getParam } from "../../engine/engine_utils.js";
8
+ import { Behaviour, GameObject } from "../Component.js";
9
+ import { $shadowDomOwner } from "./BaseUIComponent.js";
10
+ import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
11
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
12
+ import { UIRaycastUtils } from "./RaycastUtils.js";
13
+ import { isUIObject } from "./Utils.js";
14
+ const debug = getParam("debugeventsystem");
15
+ export var EventSystemEvents;
16
+ (function (EventSystemEvents) {
17
+ EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
+ EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
+ })(EventSystemEvents || (EventSystemEvents = {}));
20
+ onInitialized((ctx) => {
21
+ EventSystem.createIfNoneExists(ctx);
22
+ });
23
+ /**
24
+ * @category User Interface
25
+ * @group Components
26
+ */
27
+ export class EventSystem extends Behaviour {
28
+ //@ts-ignore
29
+ static ensureUpdateMeshUI(instance, context, force = false) {
30
+ MeshUIHelper.update(instance, context, force);
31
+ }
32
+ static markUIDirty(_context) {
33
+ MeshUIHelper.markDirty();
34
+ }
35
+ static createIfNoneExists(context) {
36
+ if (!context.scene.getComponent(EventSystem)) {
37
+ context.scene.addComponent(EventSystem);
38
+ }
39
+ }
40
+ static get(ctx) {
41
+ this.createIfNoneExists(ctx);
42
+ return ctx.scene.getComponent(EventSystem);
43
+ }
44
+ /** Get the currently active event system */
45
+ static get instance() {
46
+ return this.get(Context.Current);
47
+ }
48
+ raycaster = [];
49
+ register(rc) {
50
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
51
+ this.raycaster?.push(rc);
52
+ }
53
+ unregister(rc) {
54
+ const i = this.raycaster?.indexOf(rc);
55
+ if (i !== undefined && i !== -1) {
56
+ this.raycaster?.splice(i, 1);
57
+ }
58
+ }
59
+ get hasActiveUI() {
60
+ return this.currentActiveMeshUIComponents.length > 0;
61
+ }
62
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
+ awake() {
64
+ // We only want ONE eventsystem on the root scene
65
+ // as long as this component is not implemented in core we need to check this here
66
+ if (this.gameObject !== this.context.scene) {
67
+ this.enabled = false;
68
+ }
69
+ }
70
+ start() {
71
+ if (!this.context.scene.getComponent(Raycaster)) {
72
+ this.context.scene.addComponent(ObjectRaycaster);
73
+ }
74
+ }
75
+ onEnable() {
76
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
77
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
78
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
79
+ }
80
+ onDisable() {
81
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
82
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
83
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
84
+ }
85
+ /**
86
+ * all pointers that have pressed something
87
+ *
88
+ * key: pointerId
89
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
90
+ */
91
+ pressedByID = new Map();
92
+ /**
93
+ * all hovered objects
94
+ *
95
+ * key: pointerId
96
+ * value: object that is hovered, data of the pointer event
97
+ */
98
+ hoveredByID = new Map();
99
+ onBeforeRender() {
100
+ this.resetMeshUIStates();
101
+ }
102
+ /**
103
+ * Handle an pointer event from the input system
104
+ */
105
+ onPointerEvent = (pointerEvent) => {
106
+ if (pointerEvent === undefined)
107
+ return;
108
+ if (pointerEvent.propagationStopped)
109
+ return;
110
+ if (pointerEvent.defaultPrevented)
111
+ return;
112
+ if (pointerEvent.used)
113
+ return;
114
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
115
+ const data = new PointerEventData(this.context.input, pointerEvent);
116
+ this._currentPointerEventName = pointerEvent.type;
117
+ data.inputSource = this.context.input;
118
+ data.isClick = pointerEvent.isClick;
119
+ data.isDoubleClick = pointerEvent.isDoubleClick;
120
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
121
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
122
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
123
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
124
+ if (debug) {
125
+ if (data.isDown)
126
+ console.log("DOWN", data.pointerId);
127
+ else if (data.isUp)
128
+ console.log("UP", data.pointerId);
129
+ if (data.isClick)
130
+ console.log("CLICK", data.pointerId);
131
+ }
132
+ // raycast
133
+ const options = new RaycastOptions();
134
+ if (pointerEvent.hasRay) {
135
+ options.ray = pointerEvent.ray;
136
+ }
137
+ else {
138
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
139
+ }
140
+ const hits = this.performRaycast(options);
141
+ if (hits) {
142
+ for (const hit of hits) {
143
+ hit.event = pointerEvent;
144
+ pointerEvent.intersections.push(hit);
145
+ }
146
+ if (pointerEvent.origin.onPointerHits) {
147
+ pointerEvent.origin.onPointerHits({
148
+ sender: this,
149
+ event: pointerEvent,
150
+ hits
151
+ });
152
+ }
153
+ }
154
+ if (debug && data.isClick) {
155
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
156
+ }
157
+ const evt = {
158
+ sender: this,
159
+ args: data,
160
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
161
+ };
162
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
163
+ // then handle the intersections and call the callbacks on the regular objects
164
+ this.handleIntersections(hits, data);
165
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
166
+ };
167
+ _sortedHits = [];
168
+ /**
169
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
170
+ */
171
+ _testObjectsCache = new Map();
172
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
173
+ _currentlyActiveRaycaster = null;
174
+ _currentPointerEventName = null;
175
+ /**
176
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
177
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
178
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
179
+ * Because there's no component callback to be invoked anyways.
180
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
181
+ *
182
+ * Further optimizations would be to check what type of event we're dealing with
183
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
184
+ * */
185
+ shouldRaycastObject = (obj) => {
186
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
187
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
188
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
189
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
190
+ return false;
191
+ }
192
+ // if (this._currentPointerEventName == "pointermove") {
193
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
194
+ // }
195
+ // check if this object is actually a UI shadow hierarchy object
196
+ let uiOwner = null;
197
+ const isUI = isUIObject(obj);
198
+ // if yes we want to grab the actual object that is the owner of the shadow dom
199
+ // and check that object for the event component
200
+ if (isUI) {
201
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
202
+ }
203
+ // check if the object was seen previously
204
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
205
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
206
+ const prev = this._testObjectsCache.get(obj);
207
+ if (prev === false)
208
+ return "continue in children";
209
+ return true;
210
+ }
211
+ else {
212
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
213
+ // because then this other raycaster is responsible for raycasting this object
214
+ // const rc = GameObject.getComponent(obj, Raycaster);
215
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
216
+ // the object was not yet seen so we test if it has an event component
217
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
218
+ if (!hasEventComponent && uiOwner)
219
+ hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
220
+ if (hasEventComponent) {
221
+ // it has an event component: we add it and all its children to the cache
222
+ // we don't need to do the same for the shadow component hierarchy
223
+ // because the next object that will be detecting that the shadow owner was already seen
224
+ this._testObjectsCache.set(obj, true);
225
+ for (const ch of obj.children)
226
+ this.shouldRaycastObject_AddToYesCache(ch);
227
+ return true;
228
+ }
229
+ this._testObjectsCache.set(obj, false);
230
+ return "continue in children";
231
+ }
232
+ };
233
+ shouldRaycastObject_AddToYesCache(obj) {
234
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
235
+ // because then this other raycaster is responsible for raycasting this object
236
+ // const rc = GameObject.getComponent(obj, Raycaster);
237
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
238
+ this._testObjectsCache.set(obj, true);
239
+ for (const ch of obj.children) {
240
+ this.shouldRaycastObject_AddToYesCache(ch);
241
+ }
242
+ }
243
+ /** the raycast filter is always overriden */
244
+ performRaycast(opts) {
245
+ if (!this.raycaster)
246
+ return null;
247
+ // we clear the cache of previously seen objects
248
+ this._testObjectsCache.clear();
249
+ this._sortedHits.length = 0;
250
+ if (!opts)
251
+ opts = new RaycastOptions();
252
+ opts.testObject = this.shouldRaycastObject;
253
+ for (const rc of this.raycaster) {
254
+ if (!rc.activeAndEnabled)
255
+ continue;
256
+ this._currentlyActiveRaycaster = rc;
257
+ const res = rc.performRaycast(opts);
258
+ this._currentlyActiveRaycaster = null;
259
+ if (res && res.length > 0) {
260
+ // console.log(res.length, res.map(r => r.object.name));
261
+ this._sortedHits.push(...res);
262
+ }
263
+ }
264
+ this._sortedHits.sort((a, b) => {
265
+ return a.distance - b.distance;
266
+ });
267
+ return this._sortedHits;
268
+ }
269
+ assignHitInformation(args, hit) {
270
+ if (!hit) {
271
+ args.intersection = undefined;
272
+ args.point = undefined;
273
+ args.normal = undefined;
274
+ args.face = undefined;
275
+ args.distance = undefined;
276
+ args.instanceId = undefined;
277
+ }
278
+ else {
279
+ args.intersection = hit;
280
+ args.point = hit.point;
281
+ args.normal = hit.normal;
282
+ args.face = hit.face;
283
+ args.distance = hit.distance;
284
+ args.instanceId = hit.instanceId;
285
+ }
286
+ }
287
+ handleIntersections(hits, args) {
288
+ if (hits?.length) {
289
+ hits = this.sortCandidates(hits);
290
+ for (const hit of hits) {
291
+ if (args.event.immediatePropagationStopped) {
292
+ return false;
293
+ }
294
+ this.assignHitInformation(args, hit);
295
+ if (this.handleEventOnObject(hit.object, args)) {
296
+ return true;
297
+ }
298
+ }
299
+ }
300
+ // first invoke captured pointers
301
+ this.assignHitInformation(args, hits?.[0]);
302
+ this.invokePointerCapture(args);
303
+ // pointer has not hit any object to handle
304
+ // thus is not hovering over anything
305
+ const hoveredData = this.hoveredByID.get(args.pointerId);
306
+ if (hoveredData) {
307
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
308
+ }
309
+ this.hoveredByID.delete(args.pointerId);
310
+ // if it was up, it means it should notify things that it down on before
311
+ if (args.isUp) {
312
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
313
+ this.pressedByID.delete(args.pointerId);
314
+ }
315
+ return false;
316
+ }
317
+ _sortingBuffer = [];
318
+ _noDepthTestingResults = [];
319
+ sortCandidates(hits) {
320
+ // iterate over all hits and filter for nodepth objects and normal hit objects
321
+ // the no-depth objects will be handled first starting from the closest
322
+ // assuming the hits array is sorted by distance (closest > furthest)
323
+ this._sortingBuffer.length = 0;
324
+ this._noDepthTestingResults.length = 0;
325
+ for (let i = 0; i < hits.length; i++) {
326
+ const hit = hits[i];
327
+ const object = hit.object;
328
+ if (object.material) {
329
+ if (object.material["depthTest"] === false) {
330
+ this._noDepthTestingResults.push(hit);
331
+ continue;
332
+ }
333
+ }
334
+ this._sortingBuffer.push(hit);
335
+ }
336
+ for (const obj of this._sortingBuffer) {
337
+ this._noDepthTestingResults.push(obj);
338
+ }
339
+ return this._noDepthTestingResults;
340
+ }
341
+ out = {};
342
+ /**
343
+ * Handle hit result by preparing all needed information before propagation.
344
+ * Then calling propagate.
345
+ */
346
+ handleEventOnObject(object, args) {
347
+ // ensures that invisible objects are ignored
348
+ if (!this.testIsVisible(object)) {
349
+ if (args.isClick && debug)
350
+ console.log("not allowed", object);
351
+ return false;
352
+ }
353
+ // Event without pointer can't be handled
354
+ if (args.pointerId === undefined) {
355
+ if (debug)
356
+ console.error("Event without pointer can't be handled", args);
357
+ return false;
358
+ }
359
+ // Correct the handled object to match the relevant object in shadow dom (?)
360
+ args.object = object;
361
+ const parent = object.parent;
362
+ let isShadow = false;
363
+ const clicked = args.isClick ?? false;
364
+ let canvasGroup = null;
365
+ // handle potential shadow dom built from three mesh ui
366
+ if (parent && parent.isUI) {
367
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
368
+ if (parent[$shadowDomOwner]) {
369
+ const actualGo = parent[$shadowDomOwner].gameObject;
370
+ if (actualGo) {
371
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
372
+ if (!res)
373
+ return false;
374
+ canvasGroup = this.out.canvasGroup ?? null;
375
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
376
+ if (!clicked && handled) {
377
+ // return true;
378
+ }
379
+ object = actualGo;
380
+ isShadow = true;
381
+ }
382
+ }
383
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
384
+ // if(parent["needle:use_eventsystem"] == true){
385
+ // // if use_eventsystem is true, we want to handle the event
386
+ // }
387
+ // else if (!isShadow) {
388
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
389
+ // if (obj) return true;
390
+ // }
391
+ }
392
+ if (clicked && debug)
393
+ console.log(this.context.time.frame, object);
394
+ // Handle OnPointerExit -> in case when we are about to hover something new
395
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
396
+ const hovering = this.hoveredByID.get(args.pointerId);
397
+ const prevHovering = hovering?.obj;
398
+ const isNewlyHovering = prevHovering !== object;
399
+ // trigger onPointerExit
400
+ if (isNewlyHovering && prevHovering) {
401
+ this.propagatePointerExit(prevHovering, hovering.data, object);
402
+ }
403
+ // save hovered object
404
+ const entry = this.hoveredByID.get(args.pointerId);
405
+ if (!entry)
406
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
407
+ else {
408
+ entry.obj = object;
409
+ entry.data = args;
410
+ }
411
+ // create / update pressed entry
412
+ if (args.isDown) {
413
+ const data = this.pressedByID.get(args.pointerId);
414
+ if (!data)
415
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
416
+ else {
417
+ data.obj = object;
418
+ data.data = args;
419
+ }
420
+ }
421
+ if (canvasGroup === null || canvasGroup.interactable) {
422
+ this.handleMainInteraction(object, args, prevHovering ?? null);
423
+ }
424
+ return true;
425
+ }
426
+ /**
427
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
428
+ */
429
+ propagate(object, onComponent) {
430
+ while (true) {
431
+ if (!object)
432
+ break;
433
+ GameObject.foreachComponent(object, comp => {
434
+ // TODO: implement Stop Immediate Propagation
435
+ onComponent(comp);
436
+ }, false);
437
+ // walk up
438
+ object = object.parent;
439
+ }
440
+ }
441
+ /**
442
+ * Propagate up in hierarchy and call handlers based on the pointer event data
443
+ */
444
+ handleMainInteraction(object, args, prevHovering) {
445
+ const pressedEvent = this.pressedByID.get(args.pointerId);
446
+ const hoveredObjectChanged = prevHovering !== object;
447
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
448
+ let isMoving = true;
449
+ switch (args.event.pointerType) {
450
+ case "mouse":
451
+ case "touch":
452
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
453
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
454
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
455
+ break;
456
+ case "controller":
457
+ case "hand":
458
+ // for hands and controller we assume they are never totally still (except for simulated environments)
459
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
460
+ // so maybe check the angle every frame?
461
+ break;
462
+ }
463
+ this.propagate(object, (behaviour) => {
464
+ const comp = behaviour;
465
+ if (comp.interactable === false)
466
+ return;
467
+ if (!comp.activeAndEnabled || !comp.enabled)
468
+ return;
469
+ if (comp.onPointerEnter) {
470
+ if (hoveredObjectChanged) {
471
+ this.handlePointerEnter(comp, args);
472
+ }
473
+ }
474
+ if (args.isDown) {
475
+ if (comp.onPointerDown) {
476
+ comp.onPointerDown(args);
477
+ // Set the handler that we called the down event on
478
+ // So we can call the up event on the same handler
479
+ // In a scenario where we Down on one object and Up on another
480
+ pressedEvent?.handlers.add(comp);
481
+ this.handlePointerCapture(args, comp);
482
+ }
483
+ }
484
+ if (comp.onPointerMove) {
485
+ if (isMoving)
486
+ comp.onPointerMove(args);
487
+ this.handlePointerCapture(args, comp);
488
+ }
489
+ if (args.isUp) {
490
+ if (comp.onPointerUp) {
491
+ this.invokeOnPointerUp(args, comp);
492
+ // We don't want to call Up twice if we Down and Up on the same object
493
+ // But if we Down on one and Up on another we want to call Up on the first one as well
494
+ // For example if the object was cloned by the Duplicatable
495
+ // The original component that received the down event SHOULD also receive the up event
496
+ pressedEvent?.handlers.delete(comp);
497
+ }
498
+ // handle touch onExit (touchUp) since the pointer stops existing
499
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
500
+ // Mouse 0 is always persistent
501
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
+ this.handlePointerExit(comp, args);
503
+ this.hoveredByID.delete(args.pointerId);
504
+ }
505
+ }
506
+ if (args.isClick) {
507
+ if (comp.onPointerClick) {
508
+ comp.onPointerClick(args);
509
+ }
510
+ }
511
+ });
512
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
+ // If user drags away from the object, then it doesn't get the UP event
514
+ if (args.isUp) {
515
+ pressedEvent?.handlers.forEach((handler) => {
516
+ this.invokeOnPointerUp(args, handler);
517
+ });
518
+ this.pressedByID.delete(args.pointerId);
519
+ }
520
+ }
521
+ /** Propagate up in hierarchy and call onPointerExit */
522
+ propagatePointerExit(object, args, newObject) {
523
+ this.propagate(object, (behaviour) => {
524
+ if (!behaviour.gameObject || behaviour.destroyed)
525
+ return;
526
+ const inst = behaviour;
527
+ if (inst.onPointerExit || inst.onPointerEnter) {
528
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
529
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
530
+ return;
531
+ }
532
+ this.handlePointerExit(inst, args);
533
+ }
534
+ });
535
+ }
536
+ /** handles onPointerUp - this will also release the pointerCapture */
537
+ invokeOnPointerUp(evt, handler) {
538
+ handler.onPointerUp?.call(handler, evt);
539
+ this.releasePointerCapture(evt, handler);
540
+ }
541
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
542
+ handlePointerEnter(comp, args) {
543
+ if (comp.onPointerEnter) {
544
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
545
+ comp.onPointerEnter(args);
546
+ }
547
+ }
548
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
549
+ }
550
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
551
+ handlePointerExit(comp, evt) {
552
+ if (comp.onPointerExit) {
553
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
554
+ comp.onPointerExit(evt);
555
+ }
556
+ }
557
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
558
+ }
559
+ /** updates the pointer state list for a component
560
+ * @param comp the component to update
561
+ * @param pointerId the pointerId to update
562
+ * @param symbol the symbol to use for the state
563
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
564
+ */
565
+ updatePointerState(comp, pointerId, symbol, add) {
566
+ let state = comp[symbol];
567
+ if (add) {
568
+ // the pointer is already in the state list
569
+ if (state && state.includes(pointerId))
570
+ return false;
571
+ state = state || [];
572
+ state.push(pointerId);
573
+ comp[symbol] = state;
574
+ return true;
575
+ }
576
+ else {
577
+ if (!state || !state.includes(pointerId))
578
+ return false;
579
+ const i = state.indexOf(pointerId);
580
+ if (i !== -1) {
581
+ state.splice(i, 1);
582
+ }
583
+ return true;
584
+ }
585
+ }
586
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
587
+ _capturedPointer = {};
588
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
589
+ handlePointerCapture(evt, comp) {
590
+ if (evt.z__pointer_ctured) {
591
+ evt.z__pointer_ctured = false;
592
+ const id = evt.pointerId;
593
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
594
+ if (comp.onPointerMove) {
595
+ const list = this._capturedPointer[id] || [];
596
+ list.push(comp);
597
+ this._capturedPointer[id] = list;
598
+ }
599
+ else {
600
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
601
+ comp["z__warned_no_pointermove"] = true;
602
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
603
+ }
604
+ }
605
+ }
606
+ else if (evt.z__pointer_cture_rleased) {
607
+ evt.z__pointer_cture_rleased = false;
608
+ this.releasePointerCapture(evt, comp);
609
+ }
610
+ }
611
+ /** removes the component from the pointer capture list */
612
+ releasePointerCapture(evt, component) {
613
+ const id = evt.pointerId;
614
+ if (this._capturedPointer[id]) {
615
+ const i = this._capturedPointer[id].indexOf(component);
616
+ if (i !== -1) {
617
+ this._capturedPointer[id].splice(i, 1);
618
+ if (debug)
619
+ console.log("released pointer capture", id, component, this._capturedPointer);
620
+ }
621
+ }
622
+ }
623
+ /** invoke the pointerMove event on all captured handlers */
624
+ invokePointerCapture(evt) {
625
+ if (evt.event.type === InputEvents.PointerMove) {
626
+ const id = evt.pointerId;
627
+ const captured = this._capturedPointer[id];
628
+ if (captured) {
629
+ if (debug)
630
+ console.log("Captured", id, captured);
631
+ for (let i = 0; i < captured.length; i++) {
632
+ const handler = captured[i];
633
+ // check if it was destroyed
634
+ const comp = handler;
635
+ if (comp.destroyed) {
636
+ captured.splice(i, 1);
637
+ i--;
638
+ continue;
639
+ }
640
+ // invoke pointer move
641
+ handler.onPointerMove?.call(handler, evt);
642
+ }
643
+ }
644
+ }
645
+ }
646
+ pointerEnterSymbol = Symbol("pointerEnter");
647
+ pointerExitSymbol = Symbol("pointerExit");
648
+ isChild(obj, possibleChild) {
649
+ if (!obj || !possibleChild)
650
+ return false;
651
+ if (obj === possibleChild)
652
+ return true;
653
+ if (!obj.parent)
654
+ return false;
655
+ return this.isChild(obj.parent, possibleChild);
656
+ }
657
+ handleMeshUiObjectWithoutShadowDom(obj, pressed) {
658
+ if (!obj || !obj.isUI)
659
+ return true;
660
+ const hit = this.handleMeshUIIntersection(obj, pressed);
661
+ return hit;
662
+ }
663
+ currentActiveMeshUIComponents = [];
664
+ handleMeshUIIntersection(meshUiObject, pressed) {
665
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
666
+ if (res) {
667
+ this.currentActiveMeshUIComponents.push(res);
668
+ }
669
+ return res !== null;
670
+ }
671
+ resetMeshUIStates() {
672
+ if (this.context.input.getPointerPressedCount() > 0) {
673
+ MeshUIHelper.resetLastSelected();
674
+ }
675
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
676
+ return;
677
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
678
+ const comp = this.currentActiveMeshUIComponents[i];
679
+ MeshUIHelper.resetState(comp);
680
+ }
681
+ this.currentActiveMeshUIComponents.length = 0;
682
+ }
683
+ testIsVisible(obj) {
684
+ if (!obj)
685
+ return true;
686
+ if (!GameObject.isActiveSelf(obj))
687
+ return false;
688
+ return this.testIsVisible(obj.parent);
689
+ }
690
+ }
691
+ class MeshUIHelper {
692
+ static lastSelected = null;
693
+ static lastUpdateFrame = [];
694
+ static needsUpdate = false;
695
+ static markDirty() {
696
+ this.needsUpdate = true;
697
+ }
698
+ static update(threeMeshUI, context, force = false) {
699
+ if (force) {
700
+ threeMeshUI.update();
701
+ return;
702
+ }
703
+ const currentFrame = context.time.frameCount;
704
+ for (const lu of this.lastUpdateFrame) {
705
+ if (lu.context === context) {
706
+ if (currentFrame === lu.frame)
707
+ return;
708
+ lu.frame = currentFrame;
709
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
710
+ if (lu.nextUpdate <= currentFrame)
711
+ shouldUpdate = true;
712
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
713
+ if (shouldUpdate) {
714
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
715
+ if (debug)
716
+ console.log("Update threemeshui");
717
+ this.needsUpdate = false;
718
+ lu.nextUpdate = currentFrame + 60;
719
+ threeMeshUI.update();
720
+ }
721
+ return;
722
+ }
723
+ }
724
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
725
+ threeMeshUI.update();
726
+ this.needsUpdate = false;
727
+ }
728
+ static updateState(intersect, _selectState) {
729
+ let foundBlock = null;
730
+ if (intersect) {
731
+ foundBlock = this.findBlockOrTextInParent(intersect);
732
+ // console.log(intersect, "-- found block:", foundBlock)
733
+ if (foundBlock && foundBlock !== this.lastSelected) {
734
+ const interactable = foundBlock["interactable"];
735
+ if (interactable === false)
736
+ return null;
737
+ this.needsUpdate = true;
738
+ }
739
+ }
740
+ return foundBlock;
741
+ }
742
+ static resetLastSelected() {
743
+ const last = this.lastSelected;
744
+ if (!last)
745
+ return;
746
+ this.lastSelected = null;
747
+ this.resetState(last);
748
+ }
749
+ static resetState(obj) {
750
+ if (!obj)
751
+ return;
752
+ this.needsUpdate = true;
753
+ }
754
+ static findBlockOrTextInParent(elem) {
755
+ if (!elem)
756
+ return null;
757
+ if (elem.isBlock || (elem.isText)) {
758
+ // @TODO : Replace states managements
759
+ // if (Object.keys(elem.states).length > 0)
760
+ return elem;
761
+ }
762
+ return this.findBlockOrTextInParent(elem.parent);
763
+ }
764
+ }
765
765
  //# sourceMappingURL=EventSystem.js.map